Card game device, card data reader, card game control method, recording medium, program, and card

ABSTRACT

A card game apparatus includes a large-size panel display, a main control unit that controls screens on the large-size panel display, and a plurality of terminal apparatuses that are communicably connected to the main control unit. A game player purchases an integrated circuit card and, for example, eleven player cards on each of which, a soccer player&#39;s photograph is printed. When the game player arranges the player cards on a player card arrangement panel of one of the terminal apparatuses, card data recorded on the back of the player card will be read by an internal image sensor. Then, a team is organized by the player cards, and a game starts. The game player can direct a player&#39;s position and formation by changing placement of the player card.

TECHNICAL FIELD

[0001] The present invention relates to a card game apparatus, a cardgame control method, a card data reading apparatus, a recording medium,a program, and a card, which are configured such that a predeterminedvideo game is provided, contents of which are in accordance with a setof data of cards placed on a play field, by automatically reading carddata stored on the back of the card, when the card is placed on the playfield.

BACKGROUND ART

[0002] Some games that use cards determine win or lose according to apredetermined rule that defines combinations of different cards, forexample, 52 cards in the card game where each player collects andarranges the cards in hand of each player.

[0003] Further, among sport fans of such as soccer and baseball,collection and exchange of cards that bear popular players' photographs,the cards being called “trading cards”, are prevailing.

[0004] Various methods of enjoying a game, like card games, according toa predetermined rule using such trading cards are proposed. For example,a proposal has been made by a Japanese provisional-patent-publicationNo. 2000-288155. In this kind of card game, each of players submits acard of a character printed on the back of the card, and comparesmagnitude of various capacities of the character (a level value assignedto every character) such that an owner of the card that bears thelargest level value wins.

[0005] However, in such a card game, for example, there is a problemthat rules require complicated combinations of the cards, causing itdifficult to learn the game easily.

[0006] As a game apparatus that alleviates such a dissatisfaction of aplayer, a proposal has been made, for example, by a Japaneseprovisional-patent-publication No. 2000-157744. There, the proposed gameapparatus accepts a cassette to which game data is recorded, portablegame machines owned by game players are connected by a cable, a cardgame is provided more easily, by viewing card images displayed on ascreen. In this case, win or lose is decided also by characterinformation stored in the cassette that is installed in the portablegame machine. In this manner, a game player can enjoy a game by beatinga character of the cassette of the counter-player, collecting cassettesof a stronger character.

[0007] However, when a game is performed by looking at virtual cardscreen displayed on the game machine as mentioned above, pleasure ofcollecting real trading cards cannot be experienced.

[0008] Further, with the card game apparatus that generates a game imageby reading card data printed on the card, there is a case that card datamay be unable to be read due to aging of the card and the like, and agame cannot be started, staying in a standby state and causing delays ofthe game start.

[0009] Further, in such a card game apparatus, it is necessary toentertain a gallery, including an audience and people waiting for gameplaying, who desire to know how the game is progressing.

[0010] Further, in a card game apparatus that allows participationthrough using the card bearing the card data printed, only the cardsthat are legitimately purchased can be used. It is necessary to check ifa would-be-player owns a legitimate card. Since a coin is not returnedeven when the would-be-player cannot participate in a game because thecard is not presented or the card is not legitimate (an imitation card)after the coin is inserted. In this manner, there is a possibility of atrouble occurring.

[0011] Further, it is necessary that the card game apparatus detects notonly an ID code for recognizing a card but also a position and direction(angle) of the card. For this reason, if the ID code, the position andthe direction (angle) are to be simultaneously analyzed from an imagedata obtained by an image sensor, for example, a large number ofparameters have to be processed in computation, requiring a considerableperiod of time.

[0012] Further, in order to process the computation at a high speed, aneffective method is to screen necessary data and to eliminateunnecessary data through processing the data one by one. However, when aconventional 2-dimensional bar code is used as data pattern forrecognizing the card, the bar code has to be read in a directionorthogonal to the bars, requiring a detection of the card angle, whichincreases the number of the parameters to be simultaneously processed,causing a delay in starting a game.

DISCLOSURE OF INVENTION

[0013] The present invention aims at offering a card game apparatus, acard data reading apparatus, a card game control method, a recordingmedium, a program, and a card, which solve the above-mentioned problems.

[0014] More specifically, the objective of the present invention isoffering the card game apparatus, the card data reading apparatus, thecard game control method, the recording medium, the program, which arecapable of reading the information stored in two or more cards placed onthe play field, deciding win or lose of a game by a simulation of amatch according to the combination the cards, and providing a smoothprogress of the game according to the combination of the two or morecards, and the card adequate for collection.

[0015] In order to attain the above-mentioned objective of the presentinvention, the data of the card placed on the play field is read by acard data reading means, a game image according to the card data isdisplayed, and a simulated team-play game is provided by displaying thegame image according to the combination of the card data of the cardsplaced on the play field by a game player.

[0016] Since the present invention provides a card direction detectionmeans for detecting direction of the card placed on the play field, thecard data can be read according to the direction of the card.

[0017] Further, the play field according to the present invention isstructured by a transparent board on which a sheet material islaminated, the sheet material being semi-transparent to or permeatinginvisible light, and indicates card placement areas according tocontents of the game such that a virtual ground according to events,such as soccer and baseball, is formed on the play field.

[0018] Further, since the trading card on which an individual characteraccording to the contents of the game is printed on a surface of thecard is used according to the present invention, cards of variouscharacters (for example, sport players) corresponding to the game can becollected, and cards of favorite players and popular players can becollected and enjoyed. Further, an internal structure can be madeinvisible to the game player.

[0019] Further, according to the present invention, a data pattern thatcorresponds to unique data of a character printed on the front surfaceof the card is printed on the front or the back surface of the card. Byreading the data pattern, properties of the character (for example, asport player's ability) of the card can be reflected in the game.

[0020] Further, the card data reading means of the present inventionincludes a luminous source that irradiates invisible light to the backof the card, an image sensor that receives the invisible light reflectedfrom the back of the card and generates image data, a data recognitionmeans that discriminates the card data from the image data obtained bythe image sensor. In this manner, the characteristics (for example, asport player's ability) recorded in the cards placed on the play fieldare obtained as image data, without awareness of the game player,shortening time required by reading of the data pattern.

[0021] Further, according to the present invention, a marker is preparedin the four corners of the play field for detecting distortion of animage. An amount of displacement of the marker prepared in the fourcorners of the play field is obtained from the image data obtained bythe image sensor. Based on the displacement amount, reading errors ofthe card data is compensated. In this manner, the data pattern thatrepresents the characteristics (for example, a sport player's ability)recorded on the cards placed on the play field is accurately detected.

[0022] Further, since according to the present invention, a reflectiveboard is provided in a predetermined angle to the back surface of thecard such that the light reflected from the back of the card is directedto the image sensor, the card data reading means is realized compactly.

[0023] Further, since according to the present invention, a cabinetincludes the play field on the upper surface, the card data readingmeans, and an inclination part that supports the reflective board suchthat the reflective board is installed in the predetermined angle to theplay field. This configuration provides a room for the legs of the gameplayer at the bottom of the inclination part, facilitating operationswhen the game player arranges cards on the play field.

[0024] Further, in order to attain the above-mentioned objective of thepresent invention, a game image chosen from image data stored in astorage means is displayed according to the combination of the card dataread when the data recorded on the back of the card placed on the playfield is read, making it possible to carry out the simulation of a matchof the team formed by the combination of the card data read from thecards.

[0025] Further, according to the present invention, since a sport playeris printed on the card surface, and digital data containing evaluatedability of the sport player is stored on the card back, the card can bea collection item as a trading card while being able to be presented asthe card data required to start a card game by placing the card in apredetermined position of the play field.

[0026] Further, in order that the present invention attains theabove-mentioned objective, an individual data of a soccer player, whichis stored on the back of the card placed on the play field, is read, aplay level of a team is set up according to a combination of eachplayer's individual data stored in two or more cards, an arbitrary imagedata stored in the storage means is selected according to the teamparameter that is set up, and the selected game image is displayed. Inthis manner, a soccer game is simulated by displaying a soccer gameimage according to the combination of the individual data of the soccerplayer, which is stored in the cards placed on the play field by thegame player.

[0027] Further, according to the present invention, since the individualparameter of the player is updated according to each player's amount ofexercises, the game player can raise each player's game level.

[0028] Further, according to the present invention, the team parameterset up by a team parameter setting means, and each player's individualparameter set up by an individual parameter setting means are stored. Inthis manner, exercise in a previous game, and results of the previousgame are reflected in a next game.

[0029] Further, in order that the above-mentioned objective is attained,the present invention provides a control means that is configured todisplay a simulation image on the monitor, the simulation image showinga game between teams trained by game players, each game player forming ateam by presenting a plurality of cards. Each game player participatesin the game as a coach of the team.

[0030] Further, in order that the above-mentioned objective, the presentinvention provides two or more terminal apparatuses that read the carddata, a main control unit to which individual game data is transmittedfrom the terminal apparatuses, and a large-size display that isconnected to the main control unit and displays the game image accordingto progress of each game of the terminal apparatuses such that a largenumber of game players can operate the terminal apparatusessimultaneously, and enjoy a game.

[0031] Further, according to the present invention, the main controlunit selects two terminal apparatuses, each being operated by a player,from the plurality of the terminal apparatuses such that game data ofthe selected two apparatuses is matched. In this manner, a game playercan enjoy a game with an unknown game player through a computer, andthey can match their respective capabilities.

[0032] Further, according to the present invention, when a terminalapparatus cannot find another terminal apparatus to match among theplurality of the terminal apparatuses, a computer of a terminalapparatus selected from remaining terminal apparatuses serves as anopponent team. In this manner, even when the number of game players isinsufficient, a game can be provided.

[0033] Further, according to the present invention since a digest sceneof an individual game among a plurality of ongoing games that are playedby inputs from the plurality of the terminal apparatuses is displayed onthe large-size display, customers waiting for turns can be entertainedwithout being bored of waiting, and beginners can learn from watchingthe game, enhancing customer attentions.

[0034] Further, according to the present invention, if no digest scenesof individual games among the plurality of games played by input fromthe plurality of terminal apparatuses are available, selected gamescenes from past games are provided on the large-size display such thatcustomers waiting for turns can be entertained without being bored ofwaiting, and beginners can learn from watching the game, enhancingcustomer attentions.

[0035] Further, according to the present invention, if no digest scenesof individual games among the plurality of games played by input fromthe plurality of terminal apparatuses are available, progressinformation on current games is displayed such that customers waitingfor turns can be entertained without being bored of waiting, andbeginners can learn from watching the game, enhancing customerattentions.

[0036] Further, in order that the objective of the present invention isattained, alternative data is generated when the data cannot be readfrom the card placed on the play field by the card data reading means,due to aging of the card and the like. A card game can be started usingthe alternative data, avoiding delays in games due to inability to readthe card.

[0037] Further, the present invention attains the objective by usingarbitrary card data of past games extracted from the storage means whenthe data of the card cannot be read by the card data reading means aftera game start. This is offered as alternative card data that is used inplace of the card data. Even when the data of the card cannot be readdue to, for example, aging of the card etc., a game can be started,using the alternative card data instead, and the game delay due toinability to read the card is avoided.

[0038] Further, according to the present invention, only positioninformation of the card placed on the play field is read when the dataof the card cannot be read. In this manner, the position of the card, towhich the alternative card data is to be used, can be recognized.

[0039] Further, according to the present invention, the positioninformation of the card that cannot be read among the cards placed onthe play field is provided to the game player, prompting for an exchangeof the card, when the data of the card cannot be read by the card datareading means. By the game player exchanging the card with another card,a game can be started, and the game delay can be avoided.

[0040] Further, the present invention provides the storage meansconfigured to store the card data used in a previous game, and acorrected card data generation means that generates corrected card datafrom the card data stored in the storage means when the data of the cardcannot be read by the card data reading means in this game. In thismanner, the card data used in the previous game and stored in thestorage means can be used as the corrected card data, thereby a gamedelay is avoided.

[0041] Further, according to the present invention, a coin insertion isaccepted after the reading means has read the card information stored inthe memory card, and then, a card game is started. In this manner thegame can be started based on the data of the card read from the memorycard owned by the game player, and a would-be-player without a memorycard is prevented from participating in the game.

[0042] Further, according to the present invention, since the memorycard owned by the game player stores at least the kinds of the cards,and the skill and the past game result of a player corresponding to thecard, data required for a game is obtained by reading the informationstored in the memory card, including a qualification for the game playerparticipating in a game.

[0043] Further, according to the present invention, a coded patternrecorded on the card is read by an optical reading means using infraredrays. By applying ink that transmits the infrared rays to the surface ofthe coded pattern, the coded pattern can be protected from being viewed,forged and modified.

[0044] Further, according to the present invention, a position detectionmeans is provided, which detects the position of a position detectioncircle by detecting inner circumference outline data formed by the innercircumference of the position detection circle and the inside of theposition detection circle, and outer circumference outline data formedby the outer circumference of the position detection circle and theoutside of the position detection circle, such that an accurate cardposition (coordinates) is obtained regardless of a direction (angle) ofthe card.

[0045] Further, according to the present invention, since the positiondetection means generates the inner circumference outline data and theouter circumference outline data from a density difference between theoutline and the circumference of the position detection circle, anaccurate card position (coordinates) is detected.

[0046] Further, the present invention attains the objective by providingthe play field on which a selection of cards that store unique data areplaced, and the card data reading means configured to read the data ofthe cards placed on the play field, such that a plurality of the cardscan be read simultaneously, shortening the reading time.

[0047] Further, the present invention provides a player selection modewherein players that form a team are selected from the plurality ofplayer cards, a player exercise mode wherein selected players exercise,a game mode wherein the image of the game is generated according toparameters of each player and the team, as updated by an exerciseprogram, and a message selection mode wherein a message is selected froma plurality of messages, the message being displayed before, during andafter the game. These modes are performed such that the selected messageis reflected to the game, the selected players can be trained to raisethe level of the team, and results of the exercise can be determinedthrough the game.

[0048] Further, the present invention enables a game player to carry outa simulation of the game of a team play with game images displayed,according to players' parameters and team parameters, which are storedin the plurality of the cards placed on the play field, by providing acomputer with a program for executing a step 1 wherein players who forma team are selected from the plurality of the player cards, a step 2wherein each player selected in the step 1 exercise, a step 3 whereinthe image of the game is generated according to each player's parametersand team parameters that are updated by the step 2, and a step 4 whereinguidance is given to each player after the game.

[0049] Further, the present invention provides a first step wherein theinner circumference outline data formed by the inner circumference ofthe position detection circle and the inside of the position detectioncircle, which were recorded on the card, is generated, a second stepwherein the outer circumference outline data formed by the outercircumference edge of the position detection circle and the outside ofthe position detection circle is generated, and a third step wherein theposition of the position detection circle is detected by detecting theinner circumference outline data and the outer circumference outlinedata, and the steps are performed such that the card position(coordinates) is accurately detected.

[0050] Further, the present invention provides a first step wherein theposition of the position detection circle recorded on the card isdetected, a second step wherein an angle detection pattern formed in theouter circumference of the position detection circle is detected, athird step wherein a pattern recorded inside the position detectioncircle is detected, and a fourth step wherein a pattern recorded on theoutside of the position detection circle is detected. The steps areconfigured such that the card position (coordinates) and card data areaccurately detected at a high speed.

[0051] Further, the present invention provides a first step whereininformation stored in the memory card inserted in a memory cardinsertion unit is read, a second step wherein a coin insertion isaccepted after reading the information stored in the memory card, and athird step wherein a card game is started after receiving the coininserted. By performing the steps, a game can be started based on thedata of the card read in the memory card that a game player owns, and awould-be game player who does not own a memory card can be preventedfrom participating in a game.

[0052] Further, according to the present invention, a unique characteraccording to contents of the game is printed on a front surface of thecard, and the card data for recognizing properties of the uniquecharacter is recorded on the front or back surface. In this manner, thecard that bears patterns corresponding to various games and characters(e.g., sport players) serves collection purposes, while providing datasuch as properties of the characters (e.g., ability of the sportplayers) for playing the card game.

[0053] Further, since the present invention provides the coded patternthat curves in the direction of the circumference as the stored carddata, the coded pattern can be read irrespective of the direction(angle) of the card.

[0054] Further, the data pattern is printed in ink that absorbsinvisible light according to the present invention such that the signalaccording to the properties of the characters printed on the surface canbe read when the invisible light is irradiated. In this manner, whilethe data patter of the card can be read correctly, the inside of a casecan be made dark such that the card data reading means may not bevisible from the upper part of the play field.

[0055] Further, according to the present invention, since two or moredifferent patterns having different radii are formed in the shape ofconcentric circles, a pattern for position detection and an informationpattern can be separately stored, and the time required of readingcontrol can be shortened.

[0056] Further, according to the present invention, since the codedpattern is formed such that an optical reading means using infrared rayscan read, the surface of the coded pattern can be printed with aninfrared transmitting paint, such that the coded pattern is invisible,hiding the information contained in the card.

[0057] Further, according to the present invention, as for the circularpattern of the coded pattern, which has the largest radius, beinggreater than the dimension of the shorter edge of the card that isrectangular, only parts of the circular pattern are printed, i.e., onlyarcs are printed. In this manner, the whole surface area of the card iseffectively utilized.

[0058] Further, since the coded pattern has the position detectioncircle for detecting the card position, the inside data formed insidethe position detection circle, and the outside data formed in theoutside of the position detection circle according to the presentinvention, the coded pattern for the card position and the coded patternshowing data unique to the card can be stored, increasing the amount ofinformation, and enabling a high-speed process.

[0059] Further, according to the present invention, since the angledetection pattern for detecting the angle of the card is arranged at anuneven interval on the outer circumference of the position detectioncircle, the angle detection pattern is detected, and the direction(angle) of the card is correctly determined, after the card positiondetection.

[0060] Further, according to the present invention, since the codedpattern is formed on both sides of the card, the coded pattern can beread even if the card is placed in reverse.

[0061] Further, according to the present invention, since differentcoded patterns can be recorded on each side of the card, different datacan be provided depending on which side of the card is faced down.

[0062] Further, according to the present invention, since a characterand an image according to the information contents of the coded patternare printed over the coded pattern, hiding the coded pattern, forgeryand tampering of the coded pattern are prevented.

BRIEF DESCRIPTION OF DRAWINGS

[0063]FIG. 1 is a perspective diagram showing an overall configurationof an embodiment of the card game apparatus of the present invention.

[0064]FIG. 2 is a perspective diagram showing the terminal apparatus ofthe card game apparatus of the present invention, which each game playeroperates.

[0065]FIG. 3 is a block diagram showing the system configuration of theembodiment of the card game apparatus of the present invention.

[0066]FIG. 4 is a plan view of a player card arrangement panel 24 asviewed from the top.

[0067]FIG. 5 is a longitudinal section drawing of a case 76 in which theplayer card arrangement panel 24 is installed.

[0068]FIG. 6 is a plan view expanding and showing the player cardarrangement panel 24 and an operation unit of a terminal apparatus 16 a.

[0069]FIG. 7 is a plan view showing an example of a printed pattern ofthe player card arrangement panel 24.

[0070]FIG. 8 is a longitudinal section drawing expanding and showing thecross-sectional structure of the player card arrangement panel 24.

[0071]FIG. 9 is a figure showing an example of the card data stored onthe back of a player card 20.

[0072]FIG. 10 is a flowchart showing control process for recognizing thecard data stored on the back of the player card 20 placed on the playercard arrangement panel 24.

[0073]FIG. 11A is a figure showing an example of 3 dots chosen by noisecut filter process.

[0074]FIG. 11B is a figure showing an example of 3 dots updated by noisecut filter process.

[0075]FIG. 12A is a figure showing an example of an image display beforespherical surface compensation filter process.

[0076]FIG. 12B is a figure showing an example of the image display afterthe spherical surface compensation filter process.

[0077]FIG. 13A is a figure for explaining coordinates conversion of thespherical surface compensation filter process.

[0078]FIG. 13B is a figure for explaining an operation method forcoordinates conversion.

[0079]FIG. 14A is a figure for explaining an operation method to obtaina conversion source image coordinates (xx, yy) corresponding tocoordinates (x, y).

[0080]FIG. 14B is a figure for explaining an operation method to converta conversion source image coordinates (xx, yy) into coordinates (ii,jj), the origin of which is the upper left end of the image (0, 0).

[0081]FIG. 14C is a figure for explaining the operation method to obtaincoordinates V of dots after conversion (i, j) FIG. 15 is a figureshowing the back of the play field sheet 80, on which a standard marker114 is printed in its four corners.

[0082]FIG. 16 is a figure for explaining a state where each of the foursides of the outline of a card data 112 is divided into 3 sections.

[0083]FIG. 17 is a flowchart for explaining card angle detectionprocess.

[0084]FIG. 18 is a figure showing a state of reading 1 and 0 fromluminosity difference between left and right of a range taken from thecard data.

[0085]FIG. 19 is a figure showing a variation of the card data 112.

[0086]FIG. 20 is a figure showing a variation of a player card 20.

[0087]FIG. 21A is a figure for explaining an example that detects anoverlap of two cards.

[0088]FIG. 21B is a figure for explaining another example that detectsan overlap of two cards.

[0089]FIG. 21C is a figure for explaining another example that detectsan overlap of two cards.

[0090]FIG. 22 is a figure for explaining the data stored in anintegrated circuit card 18.

[0091]FIG. 23 is a main flowchart showing game progress step of a cardgame apparatus 10.

[0092]FIG. 24 is a flowchart showing a flow of a game.

[0093]FIG. 25 is a flowchart showing control process that CPU 62 of aterminal apparatus 16 performs.

[0094]FIG. 26 is a flowchart showing the control process performedfollowing the process of FIG. 25.

[0095]FIG. 27 is a flowchart showing integrated circuit card checkprocess.

[0096]FIG. 28 is a flowchart showing player card arrangement checkprocess.

[0097]FIG. 29 is a flowchart showing the player card check processperformed during a game.

[0098]FIG. 30A is a figure showing an example of an exercise menu screen130.

[0099]FIG. 30B is a figure showing an example of an exercise screen 132.

[0100]FIG. 30C is a figure showing an example of a team overallevaluation screen 134 obtained from the exercise result.

[0101]FIG. 31A is a figure for explaining operation of the player 22immediately after a kickoff.

[0102]FIG. 31B is a figure showing the example of a display of the gamescreen which displays the game deployment according to operation of agame player 22 immediately after a kickoff.

[0103]FIG. 32A is a figure for explaining operation of the game player22 at the time of 20 minutes in the first half of a game.

[0104]FIG. 32B is a figure showing an example of a display of the gamescreen that displays the game according to the operation of the gameplayer 22 at the time of 20 minutes in the first half of the game.

[0105]FIG. 33A is a figure for explaining operation of the game player22 at the halftime.

[0106]FIG. 33B is a figure showing an example of a display of the gamescreen which displays the game according to the operation of the gameplayer 22 at the halftime.

[0107]FIG. 34A is a figure for explaining operation of the game player22 at the time of 35 minutes in the second half of the game.

[0108]FIG. 34B is a figure showing an example of a display of the gamescreen which displays the game according to the operation of the gameplayer 22 at the time of 35 minutes in the second half of the game.

[0109]FIG. 35A is a figure showing an example of a display of a gameresult announcement screen 140 displayed after the game is over.

[0110]FIG. 35B is a figure showing an example of a display of the menuscreen 142 of a meeting displayed after the game is over.

[0111]FIG. 36A is a figure showing an example of a game schedule of afirst cycle of a world club championship.

[0112]FIG. 36B is a figure showing an example of a game schedule of asecond cycle of a champion's league.

[0113]FIG. 37 is a flowchart for explaining subroutine process of S41.

[0114]FIG. 38 is a flowchart for explaining a variation of the controlprocess that CPU 62 of the terminal apparatus 16 performs.

[0115]FIG. 39 is a flowchart for explaining the variation of the controlprocess that CPU 62 of the terminal apparatus 16 performs following FIG.38.

[0116]FIG. 40 is a flowchart for explaining the variation of the controlprocess that CPU 62 of the terminal apparatus 16 performs following FIG.39.

[0117]FIG. 41 is a flowchart for explaining the variation of the controlprocess that CPU 62 of the terminal apparatus 16 performs following FIG.40.

[0118]FIG. 42 is a flowchart for explaining the subroutine of the playercard arrangement check process performed at S140.

[0119]FIG. 43 is a flowchart for explaining the subroutine of thearrangement data correction process performed at S145.

[0120]FIG. 44 is a flowchart for explaining the subroutine of thecontrol process that displays the game performed at S154.

[0121]FIG. 45 is a flowchart for explaining the control process of amain control unit 14 that controls the display of a large-size paneldisplay 12.

[0122]FIG. 46 is a flowchart for explaining the control process of themain control unit 14 that controls the display of the large-size paneldisplay 12 following the process of FIG. 45.

[0123]FIG. 47A is a figure for explaining a process that extracts adigest scene of each game.

[0124]FIG. 47B is a figure for explaining a process by which a displaysequence of extracted digest scenes is decided, arranging the digestscenes in time sequence and storing to a memory.

[0125]FIG. 47C is a figure showing an example of a display provided tothe large-size panel display 12, showing the digest scenes of each gamein the time sequence.

[0126]FIG. 48 is a flowchart for explaining a generation process ofdisplay data for the large-size panel display 12, which the main controlunit 14 performs.

[0127]FIG. 49 is a figure showing an example of a second variation ofthe coded pattern.

[0128]FIG. 50 is a figure showing the image taken from the back of theplayer card 20 by an image sensor 56.

[0129]FIG. 51 is a figure showing bit start positions S1-S4 of an IDdata domain 176 and a data domain 180.

[0130]FIG. 52 is a figure showing arrangement of pattern data 0-15.

[0131]FIG. 53A is a figure for explaining an evaluation method bydividing the inside of a card position detection circle 172 to 12domains R1-R12.

[0132]FIG. 53B is a figure showing an arrangement pattern where whitepoints 182 and black points 184 are arranged, with the innercircumference of the card position detection circle 172 serving as aborder.

[0133]FIG. 53C is a figure for explaining an evaluation method using theouter circumference and the outside domain of the card positiondetection circle 172.

[0134]FIG. 53D is a figure showing the arrangement pattern where whitepoints 190 and black points 192 are arranged, with the outercircumference of the card position detection circle 172 serving as theborder.

[0135]FIG. 54 is a figure for explaining a position and angle detectionpattern domain 174.

[0136]FIG. 55A is a wave form chart showing a filter signal that detectsan edge from a density difference of black color of each projected part174 a-174 d in comparison with white color of the position and angledetection pattern domain 174.

[0137]FIG. 55B is a wave form chart showing a detected signal of theedge of the each projected part 174 a-174 d in the direction of thecircumference.

[0138]FIG. 55C is a wave form chart showing a multiplied product valueof the filter signal and the detected signal of the edge of the eachprojected part 174 a-174 d in the direction of the circumference.

[0139]FIG. 56A is a figure showing a standard marker 200 photographed bya lens distortion compensation process of an image sensor 56.

[0140]FIG. 56B is a figure for explaining how a Sobel filter detects amarker pattern 202 from density difference of the outline of thestandard marker 200.

[0141]FIG. 57 is a flowchart showing a process step for recognizing carddata stored on the back of the player card 20 of the second variation.

[0142]FIG. 58 is a plan view showing a third variation of the playercard 20.

BEST MODE FOR CARRYING OUT THE INVENTION

[0143] Embodiments of the present invention are explained with referenceto attached drawings.

[0144]FIG. 1 is a perspective diagram showing an overall configurationof an embodiment of the card game apparatus of the present invention.FIG. 2 is a perspective diagram showing the terminal apparatus of thecard game apparatus of the present invention, which each game playeroperates.

[0145] As shown in FIG. 1 and FIG. 2, a card game apparatus 10 includestwo large-size panel display 12, a main control unit 14 that controlsdisplay of the large-size panel display 12, and a plurality (8 in thepresent embodiment) of terminal apparatuses 16 a through 16 h that areconnected to the main control unit 14 such that communications arepossible.

[0146] The card game apparatus 10 provides a soccer game in thisembodiment, however, it can also provide other team games such asbaseball, rugby, American football, and hockey.

[0147] On the large-size panel display 12, images, such as the wholesoccer stadium image, a game digest of all seats, and a game result ofall seats, are displayed. A game player participating in a game for thefirst time purchases a starter set (item) required for the game, andtakes one of the seats each of which is provided with each of theterminal apparatuses 16 a-16 h. The starter set includes an integratedcircuit card (memory card) 18 used as a recording medium that records anexercise result, a game result, etc., and eleven player cards 20 on eachof which soccer player's photograph is printed.

[0148] Here, on the surface of each of the player cards 20, a photographof different players is printed as described later, and on the backside, a data pattern (identification code) is recorded, which is foridentifying the individual player printed on the surface. Further, onthe integrated circuit card 18, at least, the kind of the player cards20, and skill and past game results of the player corresponding to thecard data of the player cards 20 are stored. Therefore, while datarequired for a game is obtained by reading the information stored in theintegrated circuit card 18, a qualification of the game player 22 forparticipating in the game is checked.

[0149] Since the terminal apparatuses 16 a-16 h are configuredidentically, explanations hereunder are based on the terminal apparatus16 a.

[0150] The terminal apparatus 16 a includes a player card arrangementpanel 24 for laying the player cards 20 that the game player 22 owns, amonitor 26 that displays images of an exercise and a game of a soccerteam organized by the game player 22, an integrated circuit cardreader/writer 28 into which the integrated circuit card 18 is inserted,and a card issue unit 30 that issues a card to the game player after agame is over. Further, on the left-hand side of the player cardarrangement panel 24, strategy direction buttons 32 a-32 c for carryingout strategy selection directions according to a strategy menu areprovided. On the right-hand side of the player card arrangement panel24, input buttons 34 a and 34 b that input player power etc. areprovided. The game player 22 can give directions to a player during theexercise or the game by operating the strategy buttons 32 a-32 c. Thatis, the game player 22 operates the strategy buttons 32 a-32 c,directing, for example, tactics such as a side attack, a shoot to thegoal, etc., and switching cameras for display on the monitor 26. FIG. 3is a block diagram showing the system configuration of the card gameapparatus of the embodiment of the present invention.

[0151] The main control unit 14 is connected to a large-size panelcontrol unit 36 for controlling display of the large-size panel display12 through a hub 40 of LAN (Local Area Network) 38, each of the terminalapparatuses 16 a-16 h, and an external network (not shown).

[0152] The large-size panel control unit 36 includes CPU 42, a memoryunit (RAM) 44, an input-and-output interface 46, a sound circuit 48, anda graphic display circuit 50. A control program is stored in the memoryunit (RAM) 44, the control program sorting out various image data (forexample, the whole soccer stadium image, each player's playing image, adigest scene of an ongoing game, or a goal scene of past games, etc.) tobe displayed on the large-size panel display 12, assigning a priority,and displaying images one by one. A switch 52 is connected to theinput-and-output interface 46 for operating the main control unit 14 andthe large-size panel display 12. The sound circuit 48 is connected to asound amplifier 54 that outputs the sound according to the variousimages displayed on the large-size panel display 12. The graphic displaycircuit 50 displays the images (for example, the whole soccer stadiumimage, each player's playing image, the digest scene of the ongoinggame, or the goal scene of the past game etc.) on the large-size paneldisplay 12, the images being chosen by a control signal from CPU 42.

[0153] Further, each of the terminal apparatuses 16 a-16 h includes CPU62, a memory unit (RAM) 64, an input-and-output interface 66, a soundcircuit 68, and a graphic display circuit 70. The memory (RAM) 64 storesthe various image data (for example, various game selection images, eachplayer's playing image, etc.) to be displayed on the monitor 26, and thecontrol program. The input-and-output interface 66 is connected to anintegrated circuit card reader/writer 28, an image sensor 56 for readingthe card data stored on the back of the player card 20, and a switch 72for operating the monitor 26 in addition to the main control unit 14 isconnected. The sound circuit 68 is connected to a sound amplifier 74that outputs the sound according to the various images displayed on themonitor 26. The graphic display circuit 70 displays the images on themonitor 26, which are selected by the control signal from CPU 62.

[0154]FIG. 4 is a plan view of the player card arrangement panel 24 asviewed from the top. FIG. 5 is a longitudinal section drawing of a case76 in which the player card arrangement panel 24 is installed.

[0155] As shown in FIG. 4 and FIG. 5, the player card arrangement panel24 includes a transparent glass board 78 that is installed such that anupper surface opening 76 a of the case 76 is covered, and a thin playfield sheet 80 laminated to the upper surface of the glass board 78.

[0156] The player card 20 is placed on the upper surface of the playfield sheet 80. Inside of the case 76, there are installed a luminoussource 82 that irradiates infrared rays (invisible light) to the back ofthe player card 20 placed on the player card arrangement panel 24, afirst filter 84 that removes visible light from the light emitted fromthe luminous source 82, an image sensor 56 that photographs a pattern ofthe card data stored on the back of the player card 20 placed on theplayer card arrangement panel 24, a first reflective board 86 thatreflects upwards light reflected from the back of the player card 20, asecond reflective board 88 that guides the light (invisible light)reflected by the first reflective board 86 to the image sensor 56, and asecond filter 90 that removes disturbance light (visible light)contained in the light reflected by the reflective boards 86 and 88. Theluminous source 82 includes a light emitting diode (LED) that emits theinvisible light, which is not visible to naked eyes, such as infraredrays or ultraviolet rays. Of course, when the luminous source 82 doesnot emit any visible light, the first filter 84 can be dispensed with.

[0157] The first reflective board 86 is supported by a bottominclination part 76 b of the case 76 such that an inclination isprovided at a predetermined angle α to the player card arrangement panel24 that is prepared horizontally. Further, the second reflective board88 is installed with an inclination at an angle according to theinstallation angle of the first reflective board 86.

[0158] Since the case 76 has the bottom inclination part 76 b, when thegame player 22 takes the seat, there is a room for the legs of the gameplayer 22 under the bottom inclination part 76 b. Therefore, when thegame player 22 arranges the player card 20 on the player cardarrangement panel 24, it is possible to extend a hand to an innerposition of the player card arrangement panel 24, and allow the playercard 20 to be placed at any desired position of the whole surface of theplayer card arrangement panel 24.

[0159] Since, inside the case 76, the infrared rays (invisible light)from which visible light is removed is irradiated by the luminous source82 to the player card arrangement panel 24, the inside of the case 76 isnot visible if viewed from the top of the player card arrangement panel24.

[0160]FIG. 6 is a plan view expanding and showing the player cardarrangement panel 24 and operation part of the terminal apparatus 16 a.

[0161] As shown in FIG. 6, the strategy direction buttons 32 a-32 c andthe input buttons 34 a and 34 b that the game player operates, and theplayer card arrangement panel 24, are prepared on the upper surface ofthe case 76. The upper surface of the player card arrangement panel 24provides a participation player card arrangement domain 92 for arrangingthe player card 20 that serves as a regular player, and a alternateplayer card arrangement domain 94 for arranging the player card 20 thatserves as an alternate player.

[0162] Further, the game player 22 can place eleven player cards 20 inthe participation player card arrangement domain 92 out of the playercards 20 on hand, and can arrange up to 5 player cards 20 as alternateplayers in the alternate player card arrangement domain 94.

[0163] The strategy direction button 32 a serves as a selection buttonthat moves a cursor on a menu screen displayed on the monitor 26 upward,and the strategy direction button 32 b serves as a decision button, andthe strategy direction button 32 c serves as a selection button thatmoves the cursor on the menu screen displayed on the monitor 26downward.

[0164] The input button 34 a is an operation button for changingparameters of the player cards 20 arranged in the participation playercard arrangement domain 92 to a full-power state, and the input button34 b is an operation button for changing the parameters of the playercards 20 arranged in the participation player card arrangement domain 92to a physical power preservation level.

[0165] The integrated circuit card 18 stores various data such as teamcapability (growth value) according to exercise, a game result withother teams and a title gained according to the game result. The gameplayer 22 inserts the integrated circuit card 18 to the integratedcircuit card reader/writer 28, such that the terminal apparatus 16,before starting a game, reads the data stored in the integrated circuitcard 18.

[0166]FIG. 7 is a plan view showing an example of the printed pattern ofthe player card arrangement panel 24.

[0167] As shown in FIG. 7, a white line frame 96 indicating theparticipation player card arrangement domain 92 is shown, and a lineframe 98 showing the alternate player card arrangement domain 94 areprinted on the back of the play field sheet 80 of the player cardarrangement panel 24. Further, on the back of the play field sheet 80,the participation player card arrangement domain 92 is divided intothree blocks, namely, a forward domain 100 for arranging forward (FD)player cards 20, a midfielder domain 102 for arranging midfielder (MD)player cards 20, a defender domain 104 for arranging defender (DF)player cards 20 and a goalkeeper domain 105 for arranging a goalkeeper(GK) player card 20, and are printed in ink in which green shadesdiffer, for example.

[0168] The domains 100, 102, 104, and 105 are printed with an infraredtransmitting pigmented ink such that the card data (data includingidentification data and skill of the player printed on the cardconcerned) recorded on the back of the player card 20 can be recognized.Further, the alternate player card arrangement domain 94 is printed onthe back of the play field sheet 80 in brown ink, and fiveyellow-colored line frames 106 are printed, where up to 5 player cards20 of the alternative players can be placed.

[0169] Here, in the card game apparatus 10, each player printed on theplayer card 20 is assigned one of the positions, namely, a forward, amidfielder, a defender, and a goalkeeper. When the position assigned tothe player matches with the domain in which the player card 20 isplaced, a player parameter and a team parameter are set at a standardvalue.

[0170] However, when the position of the player assigned to by theplayer card 20 is different from the domain where the player card 20 isplaced, the player parameter and the team parameter are set at a lowervalue. For example, when a forward (FD) player card 20 is placed in thedefender domain 102, an offensive strength, for example, of the teamwill become weaker.

[0171] The game player 22 is the coach, and can decide which player card20 is to be placed in each of the domains 100, 102, and 104. Further,the game player 22 can decide which formation to take from 3-3-4, 3-4-3,and 4-3-3 at the game start in terms of the number of the player cards20 to be placed in each of the domains 100, 102, and 104.

[0172]FIG. 8 is a longitudinal section expanding and showing thecross-sectional structure of the player card arrangement panel 24.

[0173] As shown in FIG. 8, the player card arrangement panel 24 includesthe glass board 78 serving as a reinforcement, on the upper surface ofwhich the play field sheet 80 is laminated, the play field sheet 80being made of transparent polycarbonate resin, and protecting thedomains 100, 102, and 104, the alternate player card arrangement domain94, the white line frame 96, and the yellow-colored line frame 106, andthe like printed on the undersurface. On the upper surface of the playfield sheet 80, minute unevenness 110, also called “granulation”, isformed.

[0174] The minute unevenness 110 provided on the surface prevents theplayer card 20 from sticking, facilitating removal and replacement ofthe player card 20 placed. Further, since the play field sheet 80 hasthe minute unevenness 110 on the surface, light from the outsidereflects diffusely, and it becomes semi-translucence, serving as ablinder for the inside of the case 76. Further, since the luminoussource 82 emits the invisible light, the inside of the case 76 is pitchdark, and the inside of the case 76 is invisible for the game player 22when viewed from the top of the player card arrangement panel 24.

[0175] In addition, for an ink layer 108, pigmented ink that transmitsinfrared rays other than black and white is used. This is because thecard data is recorded by a black and white pattern, which is visiblewith the invisible light, on the back of the player card 20.

[0176]FIG. 9 is a figure showing an example of the card data stored onthe back of the player card 20.

[0177] As shown in FIG. 9, a black-and-white printed pattern that isvisible with invisible light is recorded on the back of the player card20 as a record area of the card data 112. The black part of the carddata 112 is invisible to naked eyes, it being printed in the special inkthat absorbs invisible light, such as infrared rays. A white part 113 onthe back of the player card 20 is made of paper and ink that reflect theinvisible light when irradiated. Therefore, when the invisible lightfrom the luminous source 82 is irradiated on the back of the player card20, only the invisible light irradiated to the white part, excepting theblack part, of the card data 112 is reflected, and input to the imagesensor 56, and the pattern of the card data 112 is photographed.

[0178] Here, the card data 112 provides a memory domain 112 d that is ina square shape defined by black frames 112 a-112 c on three sides,excepting top, namely, the left-hand side, the right-hand side, and thebottom, wherein each of a black part 112 e and a white part 112 f formedin the square represent one bit, and a black-and-white patternconfigured by, for example, 8 bits in the vertical direction and 3 bitsin the horizontal direction is printed such that it is detected.

[0179] Further, since only the top side of the card data 112 lacks ofthe black frame, angle of the player card 20 can be distinguished fromthe positions of the black frames 112 a-112 c. Further, since thecircumference of the card data 112 is white, the outline of the carddata 112 can be extracted easily.

[0180] On the player card 20, items such as a photograph of a player,the player's profile, and the like are printed in the ink that transmitsthe invisible light, and the card data 112 is further printed in the inkthat absorbs the invisible light such that it is not visible with nakedeyes. Further, on the back of the player card 20, the card data 112 maybe printed with the ink that reflects the invisible light, and the whitepart 113 may be printed with the ink that absorbs the invisible light,contrary to the above Although the card data 112 is printed on the backof the player card 20, it can be formed by methods other than printing(for example, seal attachment, magnetic data, etc.), not limited tothis.

[0181] Here, a method configured to recognize the card data stored onthe back of the player card 20 is explained.

[0182]FIG. 10 is a flowchart showing a control process for recognizingthe card data stored on the back of the player card 20 placed on theplayer card arrangement panel 24.

[0183] As shown in FIG. 10, when a coin is inserted, CPU 62 of theterminal apparatus 16 a performs a noise cut process using a medianfilter at S11. This noise cut process removes noises, such as a pixelfault of the image sensor 56.

[0184] Here, as for a target dot, an adjoining dot on the left and anadjoining dot on the right of the target dot are selected, in thehorizontal direction of bits to be read. FIG. 11A shows an example ofthe 3 dots that are selected. Here, luminosity values of the dots aregiven, each value of the dots being shown in each rectangle. Theluminosity values of the 3 dots are sorted in an ascending order, and amiddle value is determined. In FIG. 11A, the luminosity value 21 of theleft-hand side dot is determined to be the middle value. The middlevalue is updated as shown in FIG. 11B as the luminosity value of thetarget dot (central dot).

[0185] Thus, the noise resulting from the faulty dot of the image sensoretc. is removable. However, since resolution falls by the noise cutprocess, the noise cut process is not performed in the verticaldirection.

[0186] At S12, spherical surface compensation filter process isperformed such that distortion of the lens of the image sensor 56 iscompensated. The spherical surface compensation filter processcompensates the distortion of an image due to the distortion of the lensas shown in FIG. 12A, such that an image without distortion as shown inFIG. 12B is obtained. In the following, descriptions are provided basedon the image having 640×480 dots.

[0187] First, an image coordinates after conversion (i, j) is convertedinto a coordinates (x y) wherein the center of the 640×480-dot image isdefined as (0, 0), as shown in FIG. 13A, through calculations asfollows.

x=(i−320)+0.5

y=(j−240)+0.5

[0188] Next, a distance d from the center of the coordinate, and anangle thereof of a dot that is being converted, as shown in FIG. 13B,are obtained through calculations as follows.

d=(x ² +y ²)^(1/2)

a=arctan(y/x) when x>=0

a=arctan(y/x)+π when x<0

[0189] Further, the following calculations are performed, in order toobtain an original image coordinates (xx, yy) corresponding to thecoordinates (x y), as shown in FIG. 14A.

[0190] First, an angle A is obtained from a length of an arc d and aradius R.

A=(d/2πR)×2π=d/R

dd=R×cos(A)

xx=dd×cos( A)

yy=dd×sin(A)

[0191] Then, the original coordinates (xx, yy) is converted to acoordinates in which the origin (0, 0) of the coordinates is the topleft-hand side corner of the image, as shown in FIG. 14B, throughfollowing calculations.

ii=(xx+320)−0.5

jj=(yy+240)−0.5

[0192] Then, a value V of the dot at the coordinates (i, j) afterconversion is obtained, as shown in FIG. 14C, applying four values offour dots to an formula given below, the four values being VV(ii_i,jj_i), VV(ii_i+1, jj_i), VV(ii_i, jj_i+1), and VV(ii_i+1, jj_i+1), where(ii_i, jj_i) represents the integer part and (ii_e, jj_e) represents thedecimal part of the coordinates (ii, jj). $\begin{matrix}{{V\left( {i,j} \right)} = {{{{VV}\left( {{ii\_ i},{jj\_ i}} \right)} \times \left( {1 - {ii\_ e}} \right) \times \left( {1 - {jj\_ e}} \right)} +}} \\{{{{{VV}\left( {{{ii\_ i} + 1},{jj\_ i}} \right)} \times {ii\_ e} \times \left( {1 - {jj\_ e}} \right)} +}} \\{{{{{VV}\left( {{ii\_ i},{{jj\_ i} + 1}} \right)} \times \left( {1 - {ii\_ e}} \right) \times {jj\_ e}} +}} \\{{{{VV}\left( {{{ii\_ i} + 1},{{jj\_ i} + 1}} \right)} \times {ii\_ e} \times {jj\_ e}}}\end{matrix}$

[0193] In this manner, an image without distortion as shown in FIG. 12Bis obtained.

[0194] At S13, a standard marker position detection process isperformed. As the standard marker position detection process, an outlineextraction process of S13 a and a pattern matching process of S13 b areperformed. As shown in FIG. 15, a standard marker 114 is printed in thefour corners of the back of the play field sheet 80. The standard marker114 consists of a white circle 114 a that contains a black circle 114 b,such that the outline of the black circle 114 b can be extracted. In thepresent embodiment, the coordinates position of the standard marker 114is detected from the image of the standard marker 114 photographed bythe image sensor 56. Then, an area of the four corners that contain thestandard marker 114 is cut out, the position of the black circle 114 bof the standard marker 114 is compared with standard marker pattern dataprepared in a database such that a displacement amount is obtained, andthe displacement amount is used in compensating the image photographedby the image sensor 56.

[0195] In addition, in the outline extraction process of the standardmarker 114, the image data of the standard marker 114 is divided intonine sections, and the outline of the standard marker 114 is extractedusing a Sobel filter.

[0196] At S14, the position and the angle of the player card 20 placedon the player card arrangement panel 24 are detected. The card positionand angle detection process detects the number of the player cards 20placed on the player card arrangement panel 24, a position coordinatesand an angle of each of the player cards 20. In order to shorten timerequired of this detection, image resolution is made coarse, forexample, to about ½ of the pixels of an image photographed by the imagesensor 56, such that an approximate position and an approximate angleare obtained, with an accurate position and an accurate angle to beobtained in a later stage.

[0197] For this reason, the card position and angle detection processincludes an approximate position and angle detection process S15 as afirst phase, and an accurate position and angle detection process S16 asa second phase.

[0198] The approximate position and angle detection process 15 includesa reduction process, an outline extraction process, a pattern matchingprocess, and a pixel skipping process.

[0199] In the outline extraction process S15 a, the reduction processreduces the resolution of the image to ½ both vertically andhorizontally, and makes the resolution coarse. Then, at S15 b, theoutline of the card data 112 stored on the back of the player card 20 isextracted using a Sobel filter. In the outline extraction process, eachof the four sides of the outline of the card data 112 is divided into 3sections, as shown in FIG. 16, making a total of nine areas that aredefined by side sections U0, U1 and U2 of the upper side, L0, L1 and L2of the left-hand side, R0, R1 and R2 of the right-hand side, and D0, D1and D2 of the bottom. As described above, the outline of the card data112 contains the black frames 112 a-112 c (refer to FIG. 10) on thethree sides, namely the right-hand side, the left-hand side and thebottom, except for the upper side, therefore, by comparing theluminosity of each of the sides, the angle of the player card 20 isdetected. In other words, the angle of the player card 20 is detected bydistinguishing an area of the nine areas, which does not contain any ofthe black frames 112 a-112 c by a control process mentioned later withreference to FIG. 17.

[0200] At S15 c, the pattern matching process is performed. That is, itcompares with pattern data of each rotation position registeredbeforehand, and marks are given, while all images are searched with adot being shifted at a time. Coordinates and the angles that give avalue greater than a certain level are stored. Since the values obtainedin this manner, unnecessary coordinates are also included, therefore,excessive pixels are skipped by the pixel skipping process at S15 d.

[0201] At the position and angle detection process S16, a profilingprocess, an outline extraction process, and a pattern matching processare performed. At S16 a, the profiling process performs profiling of anarea near the location coordinates that is coarsely obtained by theapproximate position and angle detection process. At the following S16b, the outline extraction process extracts the outline of the card data112 stored on the back of the player card 20 by applying the cut imageto the Sobel filter. At the following S16 c, the pattern matchingprocess compares with the pattern data of the rotation positionbeforehand registered like the pattern matching process of theapproximate position and angle detection, and an accurate position andan accurate angle are obtained.

[0202] At S17, the luminosity of an image is profiled from the positioncoordinates and the angle that are obtained as above. Then, as shown inFIG. 18, a combination of the luminosity is read, which is 0 if thecombination is white and black from left to right, and 1 if thecombination is black and white. A 24-bit ID code (an identification codeof a player printed on the card surface) is detected from theblack-and-white pattern of the card data 112 stored on the back of theplayer card 20.

[0203] Here, the card angle detection process shown in FIG. 17 isexplained. In the flowchart of FIG. 17, A represents a luminositythreshold value of a white area 112 f, and B represents a luminositythreshold value of a black area 112 e (A<B).

[0204] At S21 of FIG. 17, the card data 112 is considered unreadable atS22, if luminosity of all the areas profiled, namely, U0, U1 and U2 onthe upper side, L0, L1 and L2 on the left-hand side, R0, R1 and R2 onthe right-hand side, and D0, D1 and D2 of the bottom is greater than theluminosity threshold value A.

[0205] Otherwise, if the luminosity of any areas profiled, namely, U0,U1 and U2 on the upper side, L0, L1 and L2 on the left-hand side, R0, R1and R2 on the right-hand side, and D0, D1 and D2 of the bottom is notgreater than the luminosity threshold value A, the process proceeds toS23. Then, it is checked whether only the areas L0, L1 and L2 on theleft-hand side have a luminosity threshold value greater {smaller} thanA, and the remaining areas have a luminosity threshold value greaterthan B. If the result of the check is affirmative, the process proceedsto S24 where it is determined that the player card 20 on the player cardarrangement panel 24 is placed at such an angle that the left-hand sideareas L0, L1 and L2 are located upwards.

[0206] Otherwise, if the result of the check is negative, the processproceeds to S25.

[0207] Then, it is checked whether only the areas D0, D1 and D2 of thebottom have a luminosity threshold value greater {smaller} than A, andthe remaining areas have a luminosity threshold value greater than B. Ifthe result of the check is affirmative, the process proceeds to S26where it is determined that the player card 20 on the player cardarrangement panel 24 is placed at such an angle that the bottom areasD0, D1 and D2 are located upwards.

[0208] Otherwise, if the result of the check is negative, the processproceeds to S27.

[0209] Then, it is checked whether only the areas R0, R1 and R2 on theright-hand side have a luminosity threshold value greater {smaller} thanA, and the remaining areas have a luminosity threshold value greaterthan B. If the result of the check is affirmative, the process proceedsto S28 where it is determined that the player card 20 on the player cardarrangement panel 24 is placed at such an angle that the right-hand sideareas R0, R1 and R2 are located upwards.

[0210] Otherwise, if the result of the check is negative, the processproceeds to S29.

[0211] Then, it is checked whether only the areas U0, U1 and U2 on theupper side have a luminosity threshold value greater {smaller} than A,and the remaining areas have a luminosity threshold value greater thanB. If the result of the check is affirmative, the process proceeds toS30 where it is determined that the player card 20 on the player cardarrangement panel 24 is placed at such an angle that the upper sideareas U0, U1 and U2 are located upwards.

[0212] Otherwise, if the result of the check is negative, the processproceeds to S22 where it is determined that the card data 112 isunreadable.

[0213] In this manner, the angle of the player card 20 placed on theplayer card arrangement panel 24 is detectable.

[0214] In addition, the black-and-white pattern of the card data 112does not need to be in a rectangular form. As a variation, the card data112 can take a ring-like form, as shown in FIG. 19, where a black area118 is printed in a white area 116 that is circular on the back of theplayer card 20.

[0215] In this case, presence of a black projection area 118 a thatprojects from the outer circumference of the black part 118 is detected,and when the black projection area 118 a is detected, a bit recognitioncode 1 is given, and when the black projection area 118 a is notdetected, a bit recognition code 0 is given. In this manner, a 10-bitrecognition code is obtained. Further, since the ring-like black part118 projects in the shape of radiation from the outer circumference, theblack projection area 118 a is detected regardless of the angle of theplayer card 20. Further, a hatching area 120 that delimits the whitearea 116 may be printed by ink black or other in color, the ink havingto be capable of reflecting invisible light so that the presence of theplayer card 20 can be detected.

[0216]FIG. 20 is a figure showing a variation of the player card 20.

[0217] As shown in FIG. 20, a card point 122 formed by a black dot isprinted in the four corners of the player card 20 on the back, inaddition to the card data 112. When these four card points 122 and thecard data 112 are detected, it is determined that the image sensor 56photographs the whole of the back surface of the player card 12. In thismanner, it is also possible to determine whether two player cards 20 areoverlapped.

[0218] In an example shown in FIG. 21A, only two card points 122 of aplayer card 20B are detectable when a part of the player card 20B isoverlapped by a player card 20A. However, since the card data 112 of theplayer card 20B is also detectable, two player cards 20A and 20B areconsidered not overlapped.

[0219] In the case that the player card 20B is diagonally arranged onthe player card 20A, although the four card points 122 of the playercard 20B are detectable as shown in FIG. 21B, since the card data 112 ofthe player card 20B is not detectable, it is determined that the twoplayer cards 20A and 20B are overlapping. In this case, only the playercard 20A arranged underneath is detected.

[0220] In the case that the player card 20B is arranged approximately orcompletely overlapping the player card 20A as shown in FIG. 21C, sincethe four card points 122 and the card data 112 of the player card 20Bare not detectable, only the player card 20A arranged underneath isdetected.

[0221] Here, how to play with the card game apparatus 10 constituted asmentioned above and control process thereof are explained.

[0222] The card game apparatus 10 reads team data and players' exercisedata stored in the integrated circuit card 18, and the control processwill start, when the game player 22 inserts a game fee (a coin) into acoin slot (not shown), the integrated circuit card 18 is inserted in theintegrated circuit card reader/writer 28 and a start button (not shown)is operated to an ON position.

[0223] As shown in FIG. 22, the integrated circuit card 18 includes aplayer data memory unit 18 a wherein player individual data such as theplayer's capability (skill) contained in the card data of the playercard 20 is stored. The integrated circuit card 18 is capable of storingdata of about 20-50 players. When, e.g., a player card 20 depictingHidetoshi Nakata is placed on the midfielder domain 102 of the playercard arrangement panel 24, the player name is stored as a registeredplayer, and after exercise and a game, an exercise result and a gameresult are stored as growth data to the player data memory unit 18 a.

[0224] The integrated circuit card 18 before a first use, basic valuesof registration players are stored as initial values. As a growth valueis acquired from an exercise result and a game result, the value isadded to each registration player's basic value. Evaluation items of thecapability of every player include shooting, passing, dribbling,tackling, pass cutting, positioning, tactical understanding, stamina,speed, muscular strength, and special capability (a killer pass,pinpoint pass, etc.), for example. The basic value and the growth valuefor each of these items are stored as individual player's data.

[0225] In addition, the special capability is not set to ordinarilyavailable player cards 20, but only a rare card issued in a small numberis set up with a special capability that is reflected in a game as aplayer's individual data.

[0226] Further, when the integrated circuit card 18 cannot accept newregistration due to memory reaching full, old individual data of theplayer card 20 has to be erased before the new registration is accepted.A game player 22 can select a player name to be eliminated when thememory of the integrated circuit card 18 is reaching full.

[0227]FIG. 23 is a main flowchart showing the game progress step of cardgame apparatus 10.

[0228] As shown in FIG. 23, contents of a game provided by the card gameapparatus 10 are roughly divided into a member selection mode (step 1),a player exercise mode (step 2), a game mode (step 3), and an guidancemode (step 4), which are performed one by one.

[0229] In the member selection mode (step 1), the game player 22 chooseseleven player cards 20 as regular players, and five player cards 20 asalternate players from player cards 20 owned by the game player. Then,the game player 22 places the selected eleven player cards 20 as regularplayers at the forward domain 100, the midfielder domain 102, thedefender domain 104, and the goalkeeper domain 105 (refer to FIG. 7) ofthe participation player card arrangement domain 92 formed on the playercard arrangement panel 24, places the selected five player cards 20 inthe alternate player card arrangement domain 94 as alternate players,and carries out a game start.

[0230] When the player cards 20 are arranged as above, the process movesto the player exercise mode S12. Here, although up to five alternateplayer cards 20 can be placed on the alternate player card arrangementdomain 94, no alternate player cards 20 may be placed in the alternateplayer card arrangement domain 94, if, for example, the game player 22has only 11 regular player cards.

[0231] In the player exercise mode (step 2), arbitrary exercise can beperformed and each player and a team can be grown up satisfactorilybefore playing a game. The exercise will be automatically ended, when apredetermined time set up beforehand elapses.

[0232] In the following game mode (step 3), if preparation is completed,a game is arranged and a match will be played against a team of anotherplayer. When no other players are available, a match will be playedagainst a virtual team of computer control.

[0233] If the game is started, the game player 22 considers tactics as acoach, looking at the progress situation of the game displayed on themonitor 26, and moves each player card 20 placed on the player cardarrangement panel 24, directs a player, and changes the players. Thegame will be automatically ended upon elapse of a predetermined time.

[0234] In the following instruction mode (step 4), guidance is given toeach player after carrying out the game. It is configured such that aplayer's unexpected capability grows up, and capability (skill) of eachplayer's is enhanced. Then, a new player card 20 is issued from the cardissue unit 30 at the end. Thus, since one player card 20 increases innumber at a time whenever a game is completed, it becomes easy to selectand change players in subsequent games.

[0235]FIG. 24 shows a flow of a play that the game player 22 performs.

[0236] As shown in FIG. 24, the game player 22 first inserts anintegrated circuit card 18 at step 11. Then, the game player 22 insertsa coin for a game fee. This is to secure that the game player 22 has aproper integrated circuit card 18 that is necessary to play theconcerned game, avoiding an occurrence of a trouble where the coincannot be returned if the game player does not own a proper integratedcircuit card 18.

[0237] At step 12, the player cards 20 on hand are arranged on theplayer card arrangement panel 24, players are selected, and preparationsof each selected player are made before the game. A set play, aformation, a shot, etc. are exercised as the preparation before the gameto each player defined by the player card 20 placed on the player cardarrangement panel 24 (exercise mode).

[0238] At step 13, a game is played with a team of another player. Thegame includes a first half (45 minutes), a halftime meeting, and asecond half (45 minutes). During the game, the game player 22 moves theplayer cards 20 according to a situation of the game such that aformation is changed, a player card 20 is replaced, and tactics ischanged. Further, in the halftime meeting, direct directions(encouragement, determining tactics and the like) may be given, theformation may be changed, and a player may be replaced.

[0239] At step 14, a meeting after the game is held such thatcommunications are performed with the players, such as explaining pointsto be reflected of the game, and the like, which raises a player'sgrowth value (instruction mode).

[0240] At step 15, a game result is released as sport news. In thismanner, the game player 22 enjoys the game as the coach of the soccerteam, capable of assigning positions to the players, and raising thecapability (skill) of the players.

[0241] Next, an explanation about a control process of CPU 62 of theterminal apparatus 16 follows, with reference to FIG. 25 through FIG.29.

[0242] As shown in FIG. 25, CPU 62 determines whether an integratedcircuit card 18 as a club card has been inserted in the integratedcircuit card reader/writer 28 at S41. If it is determined that the gameplayer 22 owns a proper integrated circuit card 18, the process moves toS42, where it is determined whether a coin is inserted and the startbutton is operated to the ON position. Therefore, when a would-be-playercannot present a legitimate integrated circuit card 18, a game will notstart. As mentioned above, since a coin insertion takes place afterdetermining the presence of the legitimate integrated circuit card 18, acoin insertion by a would-be-player that does not own a legitimateintegrated circuit card 18 is prevented, such that a trouble associatedwith refunding the coin is eliminated.

[0243] At S43, data that was read by the integrated circuit cardreader/writer 28 is checked. When there is no club data in the data readby the integrated circuit card 18, the process progresses to S45, a clubname input screen is displayed on the monitor 26, prompting the gameplayer to input the club name at S44. Then, a uniform selection screenis displayed on the monitor 26, prompting the game player 22 to select auniform of his/her team at S46. Then, a team flag selection screen isdisplayed on the monitor 26, prompting the game player 22 to select theteam flag at S47.

[0244] When the club data is detected in the data read by the integratedcircuit card 18 at S44, or after processing the above S45-S47, theprocess progresses to S48 and a club data check screen is displayed onthe monitor 26. Then, at S49, an opponent team display screen isdisplayed on the monitor 26.

[0245] At S50, a player card arrangement direction screen is displayedon the monitor 26. Here, the player card arrangement direction screendisplays, for example, “Arrange cards on the board.” Further, a timerstarts counting down time allowed (e.g. 60 seconds) for arranging theplayer cards 20.

[0246] At S51, a system arrangement plan (for example, a configurationfigure as shown in FIG. 1) is displayed on the monitor 26 for abeginner.

[0247] At S52, when the game player 22 arranges at least eleven playercards 20 serving as a starting lineup on the player card arrangementpanel 24 as shown in FIG. 6, the arrangement of the player cards 20 ischecked at S53. If there is an input operation indicating an end of thearrangement at S54, the process progresses to S55, the identificationcodes of the eleven player cards 20 placed on the player cardarrangement panel 24 are read, and recorded as starting lineup data.

[0248] At S56, the exercise screen before the game is displayed on themonitor 26. As an exercise screen, an exercise menu screen 130 as shownin FIG. 30A, each exercise screen 132 as shown in FIG. 30B, and anoverall team power evaluation screen 134 that is updated according toresults of exercise items as shown in FIG. 30C, for example aredisplayed on the monitor 26 one by one, the screens being examples.

[0249] A meeting screen before the game is displayed on the monitor 26at the following S57. Then, at S58, the process waits for an opponentteam to be prepared.

[0250] At S59 shown in FIG. 26, a kickoff announcement screen isdisplayed on the monitor 26. Then, the process progresses to S60 where akickoff scene is displayed on the monitor 26, which presents playerentrance and starting lineup player names and the like.

[0251] At S61, a first half game screen 136 is displayed on the monitor26 of the game between the team of the game player team and the opponentteam led by another game player. Immediately after the kickoff, the gameplayer 22 sees a motion of each player displayed on the monitor 26 withthe eleven player cards 20 being in place as arranged at the beginningwith a starting lineup on the player card arrangement panel 24 as shownin FIG. 31A and FIG. 31B.

[0252] At 20 minutes into the first half, for example, the game player22 moves positions of the player cards 20 on the player card arrangementpanel 24 such that the formation is shifted into an offensive formationas shown in FIG. 32A and FIG. 32B in an attempt to get a scoring point.After moving, the input button 34 a is operated to ON position, and afull-power play is directed to all the players.

[0253] That is, the game player 22 makes the offensive formation bymoving a midfielder player card 20 to the forward domain 100 on theplayer card arrangement panel 24, so that the midfielder player canparticipate in an offense with the forward players. An offensiveformation screen 137 is displayed on the monitor 26.

[0254] After the first half of the game, the process progresses to thefollowing S62 and a halftime meeting screen is displayed on the monitor26. In this halftime meeting, the coach gives directions to the players,and determines whether the players understand the tactics. Further,during the halftime, as shown in FIG. 33A and FIG. 33B, the game player22 can replace a player card 20 so that an alternate player may relievea player whose condition is not the best or stamina is exhausted in thefirst half. That is, the game player 22 replaces the player card 20 inthe participation player card arrangement domain 92, corresponding to aplayer that is tired, with the player card 20 of an alternate player inthe card arrangement domain 94. A player shift screen 138 is displayedon the monitor 26.

[0255] At S63, the second half of a game is displayed on the monitor 26after the halftime meeting. At 35 minutes, for example, into the secondhalf, the game player 22 selects to change the formation into a defenseformation in order to put importance to defense in the remaining time ofthe game, attempting to keep the scoring lead as shown in FIG. 34A andFIG. 34B. That is, the game player 22 strengthens the defense bypositioning almost all the player cards 20 in the defender domain 104such that the goal of the own team is protected. A defense intensiveformation screen 139 is displayed on the monitor 26.

[0256] At the following S64, it determined whether the score is in atie. When the score is in a tie, the process progresses to S65 and agame screen of an extra-time is displayed on the monitor 26. During theextra-time, in order to open the scoring, the offensive formation willbe adopted where midfielder player cards 20 are pushed to the forwarddomain 100 on the player card arrangement panel 24, and the midfielderplayers join the forward players in the offense.

[0257] After the extra-time is finished, the process progresses to S66and points of both teams are checked to determine whether the score isin a tie. If the score is in a tie, the process progresses to S67 whereeach team selects 5 preferred shooters, and a PK round starts, one byone alternately. A penalty kick screen is displayed on the monitor 26.

[0258] When the score is not in a tie at S64, or after the penalty kickround of S67 is completed, the process progresses to S68 and a gameresult announcement screen 140 is displayed on the monitor 26. As shownin FIG. 35A, the game result announcement screen 140 on the monitor 26displays time and a name of shooting player, for example. Then, ameeting screen after the game is displayed on the monitor 26 at S69. Inthe meeting screen, a menu screen 142 such as shown in FIG. 35B isdisplayed on the monitor 26, which provides a host of comments fromwhich the coach can offer to the players. The game player 22 operatesthe strategy direction buttons 32 a-32 c, and chooses a message to eachplayer from the menu screen 142.

[0259] At S70, parameters of each player and the team are calculatedfrom the game result. Then, the integrated circuit card 18 stores thecalculated parameters at S71. At S72, it is determined whether a newgame is requested. When the game player 22 opts to finish playing, theprocess progresses to S73, a new player card 20 is issued from the cardissue unit 30, and the integrated circuit card 18 is returned from theintegrated circuit card reader/writer 28. Further, at S72, when a gameplayer 22 selects to play a new game continuation, the process returnsto S41 shown in FIG. 25.

[0260] Here, the process of integrated circuit card determining at S43above is explained with reference to FIG. 27.

[0261] As shown in FIG. 27, at S80, it is determined whether alegitimate integrated circuit card 18 is inserted in the integratedcircuit card reader/writer 28. At S80, if it is determined that theintegrated circuit card 18 is legitimate for the card game apparatus ofthe present invention, the integrated circuit card check process isended. Otherwise, if the integrated circuit card 18 inserted in theintegrated circuit card reader/writer 28 at S80 is not legitimate, theprocess progresses to S81. An instruction of re-insertion is displayedat S81. Then, at S82, the integrated circuit card 18 judged illegitimateis returned from the integrated circuit card reader/writer 28.

[0262] At S83, a signal indicating that a new integrated circuit card 18is inserted in the integrated circuit card reader/writer 28 is waited.Then, in S84, when insertion of an integrated circuit card 18 to theintegrated circuit card reader/writer 28 is detected, the processreturns to S80, and the new integrated circuit card 18 inserted in theintegrated circuit card reader/writer 28 is checked for its legitimacy.If the new integrated circuit card 18 is determined to be legitimate,the integrated circuit card check process is ended.

[0263] Here, the process of player card arrangement check at S53 aboveis explained with reference to FIG. 28.

[0264] As shown in FIG. 28, at S90, the arrangement data of the playercards 20 placed on the player card arrangement panel 24 is read. Then,at S91, it is checked whether there are no overlapping player cards 20.At S91, if there are overlapping player cards 20, the process progressesto S92, where an instruction for rearrangement of the player card 20 isdisplayed to the game player 22. At S93, it is checked whether theplayer cards 20 are rearranged.

[0265] If it is determined at S91 that there are no overlapping playercards 20, the process progresses to S94, and then it is checked whetherthe same player cards 20 are placed. If it is determined at S91 that thesame player cards 20 are placed, an instruction for rearrangement of theplayer cards 20 is displayed to the game player 22 at S92. Then, at S93,it is checked whether the player cards 20 are rearranged.

[0266] If it is determined that the same player cards 20 are not placedat S94, the process progresses to S95, and it is checked whether thenumber of the player cards 20 placed on the player card arrangementpanel 24 is proper. It is determined at S95 whether the number of thecards is proper. If eleven player cards 20 are placed in theparticipation player card arrangement domain 92 of the player cardarrangement panel 24 and five or less player cards 20 are placed in thealternate player card arrangement domain 94 by S95, this player cardarrangement is determined proper, and the check process is ended.Otherwise, if the number of cards is determined to be improper at S95,an instruction for rearrangement of the player cards 20 is displayed tothe game player 22 at S92. At S93, it is checked whether the playercards 20 are rearranged.

[0267] Here, the process of player card check during a game is explainedwith reference to FIG. 29. The player card check process during the gameis carried out as an interruption process in every predetermined time.

[0268] As shown in FIG. 29, at S100, the arrangement data of the playercards 20 placed on the player card arrangement panel 24 is read. It isdetermined whether there are no overlapping player cards 20 at S101. AtS101, if it is determined that there are overlapping player cards 20,the process progresses to S102, indicating to the game player 22 thatthe arrangement of the player card 20 is inadequate.

[0269] Otherwise, if it is determined at S101 that there are nooverlapping player cards 20, the process progresses to S103, and it isdetermined whether the same player cards 20 are placed. If it isdetermined at S103 that the same player cards 20 are placed, itindicates to the game player 22 that the arrangement of the player cards20 is inadequate unsuitable at S102.

[0270] If it is determined at S103 that the same player cards 20 are notplaced, the process progresses to S104 and it is determined whether thenumber of the player cards 20 placed on the player card arrangementpanel 24 is proper. Since the number of cards is proper when elevenplayer cards 20 are placed on the participation player card arrangementdomain 92 of the player card arrangement panel 24 and five or lessplayer cards 20 are placed on the alternate player card arrangementdomain 94 as checked at S104, the process progresses to S105 where it isdetermined whether the arrangement data of the player cards 20 read thistime is in agreement with the starting lineup data at the start of thegame. If a player card 20 different from the starting lineup is placedwhen the arrangement data of the player cards 20 read by S105 this time,the process progresses to S102 where the game player 22 is alerted thatthe arrangement of the player cards 20 is in adequate.

[0271] When the arrangement data of the player cards 20 read by S105this time is in agreement with the starting lineup data, the processprogresses to S106 and it is determined whether the player cards 20 ofalternate players are placed on the alternate player card arrangementdomain 94. When it is determined at S106 that there is a player card 20of an alternate player, the process progresses to S107 and displays thata player replacement is possible on the monitor 26.

[0272] At S108, player position data is corrected from the arrangementof the player cards 20 so that the present arrangement data can beadapted to the game. At S109, the arrangement data of the player cards20 read this time is recorded as new arrangement data.

[0273] Thus, if the game player 22 moves a player card 20 and theformation is changed, the contents of the game according to the changedformation is immediately displayed on the monitor 26. When a player card20 of an alternate player is placed in the alternate player cardarrangement domain 94, the player card 20 can replace a present player.When the individual data of the changed player card 20 is recorded asnew arrangement data, the image of the player who took the place isdisplayed on the monitor 26.

[0274]FIG. 36A is a figure showing an example of a game schedule of afirst cycle of a world club championship.

[0275] As shown in FIG. 36A, the game schedule is beforehand registeredto the memory 44 of the main control unit 14. For example, ten kinds ofcycles are registered, a cycle consisting of ten games. The main controlunit 14 repeats the ten kinds of cycles. In the first cycle (the worldclub championship) 150, for example, a team is to match with seven otherteams set up by other terminal apparatuses 16 in a round-robin system.When a team wins a game, a ranking (an evaluation point) of the team israised.

[0276] When there is a seat with no game player, a computer teamregistered in CPU 62 of the terminal apparatus 16 plays a game.

[0277] When a team has finished a game with the 7 teams, three games areplayed, namely, the first round game of the world club championship, thesemifinal game of the world club championship, and the final match ofthe world club championship. The world club championship is aninternational competition in which only teams ranked higher than the50th place of an international ranking can participate. Teams thatcannot participate in the world club championship (for example, a teamhaving lost four or more games with the 7 teams) can participate in alocal convention.

[0278]FIG. 36B is a figure showing an example of a game schedule of asecond cycle of a champion's league.

[0279] As shown in FIG. 36B, in order to raise international ranking, inthe second cycle (the champion league) 152, a team matches with sevenother teams set up by other terminal apparatuses 16 in an tournamentsystem. In the second cycle (the champion league) 152, games are playedin a round-robin system with the seven teams (a cycle containing 7games). Ranking of a winning team rises and ranking of a losing team islowered. The ranking goes up extensively if a team wins over a strongteam.

[0280] The second cycle (the champion league) 152 is a league match by 4teams of higher ranks according to the game result of the tournamentsystem of 8 teams. A first game of the champion league, a second game ofthe champion league, and a third game of the champion league are held bythe 4 teams of higher ranks. {Is above logically OK? round-robin/league}

[0281] Ten kinds of such game cycles are prepared, that is, eight othercycles are prepared in addition to the first cycle (the world clubchampionship) 150, and the second cycle (the champion league) 152, thecycles being performed repeatedly.

[0282]FIG. 37 is a flowchart for explaining a subroutine to the processof S41.

[0283] As shown in FIG. 37, at S111, a coin shoot prepared in a coinslot (not shown) is locked before the game start. Then, at S112, amessage such as “Insert an integrated circuit card” is displayed on themonitor 26, while displaying an advertisement screen on the monitor 26of the terminal apparatus 16 provided in each of satellites.

[0284] At S113, it is determined whether an integrated circuit card(memory card) 18 is inserted in the integrated circuit cardreader/writer 28. If it is determined that the integrated circuit card18 is not inserted in the integrated circuit card reader/writer 28 atS113, the process returns to S112 where the advertisement screen isdisplayed on the monitor 26 of the terminal apparatus 16, and themessage such as “Insert an integrated circuit card” is displayed on themonitor 26.

[0285] If it is determined at S113 that an integrated circuit card 18 isinserted in the integrated circuit card reader/writer 28, the processprogresses to S114 where the coin shot prepared in the coin slot (notshown) is unlocked, being prepared for accepting a coin (coin acceptingmeans). Then, at S115, a message such as “Insert a coin” is displayed onthe monitor 26. After this, the process progresses to S42 mentionedabove.

[0286] Thus, in the process prior to a game start, it is determined thata would-be game player 22 owns an item necessary for the card game, thatis, a club card in which card data of the player cards 20 is stored. Ifthe would-be game player 22 inserts an integrated circuit card 18 in theintegrated circuit card reader/writer 28, and the inserted integratedcircuit card 18 is determined to be a legitimate card, coin insertion ispermitted. In this manner, coin insertion is prevented unless thewould-be game player 22 owns a legitimate integrated circuit card 18,avoiding a trouble about returning the coin.

[0287] Here, an example of variation the present invention is explained.

[0288]FIG. 38 through FIG. 41 are flowcharts for explaining thevariation of the control process that CPU 62 of the terminal apparatus16 performs.

[0289] As shown in FIG. 38, CPU 62 of the terminal apparatus 16 displaysa standby screen that prompts the would-be game player 22 to insert anintegrated circuit card 18 at S120, then an advertisement screen, on themonitor 26. The advertisement screen includes a title screen of the cardgame concerned, and a game explanation screen for explaining theoperation method and the rule of the game, and a game demonstrationscreen, etc.

[0290] The would-be game player 22 inserts an already purchasedintegrated circuit card 18 in the integrated circuit card reader/writer28, when participating in the card game concerned. If the would-be gameplayer 22 is a beginner, a starter set should be purchased in advance.The starter set includes an integrated circuit card 18 and eleven playercards 20.

[0291] At S121, it is determined whether the integrated circuit card 18is inserted in the integrated circuit card reader/writer 28. At S121, ifit is determined that the integrated circuit card 18 is inserted in theintegrated circuit card reader/writer 28, the process progresses toS122, where it is determined whether the integrated circuit card 18inserted in the integrated circuit card reader/writer 28 is a legitimatecard. The integrated circuit card 18 stores at least the kind of thecard, skill of a player corresponding to card data, and past gameresults. Therefore, data required for a game is obtained, and legitimacyof the would-be game player 22 is determined by reading the informationstored in the integrated circuit card 18.

[0292] If it is determined at S122 that the integrated circuit card 18inserted in the integrated circuit card reader/writer 28 is not alegitimate card, the process progresses to S123 and a warning screen (anillegitimate card display) is displayed on the monitor 26. Then, theintegrated circuit card reader/writer 28 by S124 discharges theintegrated circuit card 18 that is determined illegitimate. Then, theprocess returns to S120 again and the standby screen that promptsinsertion of an integrated circuit card 18, and the advertisement screenare displayed on the monitor 26.

[0293] If it is determined at S122 that the inserted integrated circuitcard 18 is legitimate, the process progresses to S125, where it isdetermined whether club data is stored in the integrated circuit card18. If the club data is stored in the integrated circuit card 18, theprocess progresses to S126, and the club data read from the integratedcircuit card 18 is displayed on the monitor 26.

[0294] At S127, accepting coin insertion starts (payment of a game fee).The process progresses to S128 where it is determined whether a coin isinserted. If it is determined at S128 that there is no coin inserted,the process progresses to S129 where it is determined whether a timelimit set up beforehand passed. If it is determined at S129 that thetime limit has not passed, the process returns to S128 and coininsertion is checked again.

[0295] If it is determined at S129 that the time limit passes, theprocess returns to S124 and the integrated circuit card 18 is dischargedin order to prevent delay of a game start. Then, the process returns toS120 where the standby screen prompting insertion of an integratedcircuit card 18, and the advertisement screen are displayed on themonitor 26.

[0296] If it is determined at S128 that there is a coin inserted, theprocess progresses to S130 where it is determined whether paid amountreaches the amount of the game fee. If it is determined that the paidamount does not reach the game fee, the process progresses to S129 wherethe predetermined time limit is counted, during which whether anadditional coin is inserted is determined.

[0297] If it is determined at S125 that club data is not stored in theintegrated circuit card 18, the process progresses to S131 where aguidance screen explaining steps to create a club to the would-be gameplayer 22 is displayed on the monitor 26. Then, at S132, an input screenG01 for inputting a club name is displayed on the monitor 26. At S133, auniform creation screen G02 is displayed on the monitor 26 such thatuniforms that player of the team of the would-be player will wear.Specifically, a uniform for “home”, a uniform for “away”, a uniform fora goalkeeper, and a team flag are created through this screen.

[0298] At S134, a team sponsor selection screen G03 (50 company namesare listed) is displayed on the monitor 26, and ten companies are to beselected as main sponsors and sub sponsors. Then, at S135, a screenillustrating the completion of the club establishment of the teamconcerned is displayed on the monitor 26.

[0299] Then, at S136 shown in FIG. 39, a waiting screen for an entry ofother game players is displayed on the monitor 26. At S137, a matchcombination display screen is displayed on the monitor 26 of all theseats simultaneously, showing an opponent team that made an entry.

[0300] Next, a display process of a clubhouse is performed commonly toall the seats (the terminal apparatuses 16 a-16 h).

[0301] At S138, a clubhouse screen (a card arrangement direction) isdisplayed on the monitor 26. In the clubhouse screen, a direction to thegame player 22 to arrange player cards 20, and an arrangement of thestarting lineup of a game performed last time from the past game datastored in the integrated circuit card 18 are displayed on the monitor26. Further, a uniform number of each player is set up automatically,and displayed on the monitor 26.

[0302] At S139, it is determined whether the player card 20 is placed onthe player card arrangement panel 24. On the player card arrangementpanel 24, it is possible to place eleven cards as the starting lineupand three {not 5? why 3? because this is a variation?} cards ofalternate players. At S140, the card data of each player card 20 placedon the player card arrangement panel 24 is read, and arrangement of eachplayer card 20 is checked.

[0303] At S141, it is determined whether the arrangement of each playercard 20 placed on the player card arrangement panel 24 is proper. Ifaffirmative, the process progresses to S142, where it is determinedwhether the starting lineup is decided by reading the card data of eachplayer card 20 placed on the player card arrangement panel 24 within apredetermined time limit.

[0304] If it is determined at S142 that a starting lineup is decidedwithin the time limit, with each player card 20 placed on the playercard arrangement panel 24, the starting lineup is registered into thememory 64 of the terminal apparatus 16 at S143.

[0305] If it is determined at S141 that the arrangement of each playercard 20 placed on the player card arrangement panel 24 is unsuitable,the process progresses to S144, where it is determined whether the timelimit (for example, 60 seconds) has elapsed. If it is determined at S144that the time still remains, the process returns to S139 and the processafter S139 is performed.

[0306] If it is determined at S144 that the time limit (for example, 60seconds) has elapsed, the process progresses to S145, where thearrangement data of each player card 20 is compulsorily corrected basedon the past game result. Then, at S146, a starting lineup isautomatically decided according to the corrected arrangement data ofeach player card 20, and the starting lineup is displayed on the monitor26. Then, the process progresses to S143, where the starting lineup isregistered into the memory 64 of the terminal apparatus 16.

[0307] At S147, the clubhouse screen (starting lineup decision) isdisplayed on the monitor 26, and the starting lineup is displayed on themonitor 26.

[0308] Then, at S148 shown in FIG. 40, a clubhouse screen (team exercisescene) is displayed on the monitor 26, exercise menu selection isdisplayed on the monitor 26.

[0309] At S149, if an item of the exercise is selected from the exercisemenu within the time limit, the process progresses to S150, where aclubhouse screen (exercise result) is displayed on the monitor 26, and ateam capability change screen updated by the exercise is displayed onthe monitor 26.

[0310] If no items of the exercise are selected within the time limit atS149, an automatic menu decision screen is displayed at S151, then atS150, the clubhouse screen (exercise result) is displayed on the monitor26, and the team capability change screen updated by the exercise isdisplayed on the monitor 26.

[0311] Following the above, a stadium screen is displayed simultaneouslyto the whole seats, and an operation process of a kickoff is performed.At S153, scenes prior to the kickoff (player entrance etc.) aredisplayed on the monitor 26.

[0312] Then, at S154, an operation process of a game with an opponentteam is performed. At S155, scenes after the game (joy of the players ofa team that wins the game, display of a game result, etc.) are displayedon the monitor 26.

[0313] At S156 shown in FIG. 41, a movement scene that shows the playersmoving to the clubhouse after the game is displayed on the monitor 26.Then, at S157, a clubhouse screen (evaluation/reflection of the game) isdisplayed on the monitor 26, and a management menu selection screen isdisplayed on the monitor 26.

[0314] At S158, it is determined whether a choice is made of themanagement menu selection screen within a time limit. If it isdetermined at S158 that a choice is made of the management menuselection screen within the time limit, the process progresses to S159,where a clubhouse screen (management result) is displayed on the monitor26, and a team capability change screen updated according to the gameresult and the meeting is displayed on the monitor 26.

[0315] If it is determined at S158 that no choice was made of themanagement menu selection screen within the time limit, the processprogresses to S160, where a choice is made compulsorily of themanagement menu selection screen, and the process progresses to S159.

[0316] At S161, the data of the game result is stored in the integratedcircuit card 18. Then, the process progresses to S162 and a continuescreen (game continuation check screen) is displayed on the monitor 26.Then, at S163, it is determined whether the card game is to becontinued. If it is determined at S163 that the game player 22 does notchoose the continue (game continuation) within a time limit (forexample, 10 seconds), the process progresses to S164, where theintegrated circuit card 18 is discharged, and the card game ends.

[0317] If it is determined at S163 that the game player 22 chooses thecontinue (game continuation) within the time limit (for example, 10seconds), the process returns to S136 of FIG. 39.

[0318]FIG. 42 is a flowchart for explaining the subroutine of the playercard arrangement check process performed in S140.

[0319] In FIG. 42, the card data of each player card 20 placed on theplayer card arrangement panel 24 is read at S170. At S171, it isdetermined whether there is a player card 20 of which card data cannotbe read is placed on the player card arrangement panel 24. If it isdetermined at S171 that there is a player card 20 of which card datacannot be read, the process progresses to S172 and a card exchangedirection announcement is issued (card exchange prompting means).

[0320] If it is determined at S171 that there is no player card 20 ofwhich card data cannot be read, the process progresses to S173, where itis determined whether there are player cards 20 overlapped each other onthe player card arrangement panel 24. If it is determined at S173 thatthere are overlapping cards, the process progresses to S174 where arearrangement direction announcement is issued.

[0321] If it is determined at S173 that there are no overlapping cards,the process progresses to S175, where it is determined whether there areany identical cards. If it is determined at S175 that there areidentical player cards 20 placed on the player card arrangement panel24, the process progresses to S176, where a rearrangement directionannouncement is issued.

[0322] If it is determined at S175 that there are no identical cards,the process progresses to S177, where it is determined whether there area correct number of player cards 20 (11 cards when it is a soccer game)placed on the player card arrangement panel 24. If it is determined atS177 that the number of the player cards 20 placed on the player cardarrangement panel 24 is not eleven, being improper for the soccer game,the process progresses to S178, where a rearrangement directionannouncement is issued.

[0323] Thus, at S170-S178, the card data of each player card 20 placedon the player card arrangement panel 24 is read, and it is determinedthat each player card 20 is arranged in the proper state, such that itis determined that a game can start, each player card 20 being properlyarranged.

[0324]FIG. 43 is a flowchart for explaining the subroutine of thearrangement data correction process performed at S145.

[0325] At S211 shown in FIG. 43, when the card data of a player card 20placed on the player card arrangement panel 24 cannot be read by secularchange etc. of the player card 20, the coordinates of the unreadableplayer card 20 is registered as an unidentified player card (positioninformation reading means).

[0326] At S212, card arrangement of the last game is read from the pastgame data stored in the integrated circuit card 18. Then, at S213, thecard arrangement of the last game and the present arrangement of theplayer cards 20 are compared.

[0327] At S214, the card data of the player card 20 that is unreadableis assumed from the last card arrangement is assumed, and the assumedcard data is stored into the memory 64.

[0328] Then, the process progresses to S215 where it is determinedwhether the game player 22 owns the player card 20 of the card dataassumed at S214. If it is determined at S215 that the game player 22owns the player card 20 of the presumed card data, the process progressto S216, where the card data of the player card 20 that is unreadable isreplaced with the assumed card data (corrected card data generationmeans). Then, the process progressed to S146 described above.

[0329] If it is determined that the game player 22 does not own theplayer card 20 corresponding to the assumed card data, the processprogresses to S217, where a player having capabilities similar to theassumed card data is selected, and the card data of the selected playeris registered into the memory 64 as alternative card data for thecoordinates position (position where the unreadable player card isplaced) (alternative card data providing means).

[0330] In this manner, even when card data cannot be read by secularchange, etc. of the player card 20, it becomes possible to start thecard game, using alternative card data instead, and the game delay dueto inability to read the card data is prevented. Further, when the carddata of the player card 20 cannot be read as mentioned above, the gamedelay due to inability to read the card data is prevented by reading thecard data of the past game corresponding to the arrangement of theunreadable card out of the card data stored in the integrated circuitcard 18 that serves as a storage means, and generating alternative carddata.

[0331]FIG. 44 is a flowchart for explaining the subroutine of S154 forthe control process that displays the game.

[0332] In FIG. 44, progress situation of the game in the first half fromthe kickoff to an end of the first half is displayed on the monitor 26at S180. When the first half of the game is finished and it enters thehalftime, the process progresses to S181, where a locker room screen isdisplayed, and data (the number of the goals, goal time, a scoringplayer name, the number of shoots, the number of yellow cards, thenumber of red cards, a foul player name, etc.) of the game result of thefirst half is displayed on the monitor 26. Then, a menu of directionsfor the second half for each player is displayed, and it is determinedwhether a selection from the menu is made.

[0333] At S182, when no directions for the second half for each playerare inputted, the process progresses to S183, where “no directions” isautomatically chosen, and displayed on the monitor 26. At S184, thelocker room screen of each player and the team state updated by thedirections are displayed.

[0334] At S185, the progress situation of the second half of the gamefrom the kickoff of the second half to the end is displayed on themonitor 26. After the second half of the game is finished, it isdetermined at S186 whether the score is in a tie. When it is determinedat S186 that the score is in a tie, the process progresses to S187,where the extra-time game screen is displayed on the monitor 26. If itis determined at S186 whether the score is in a tie as the result of theextra-time, the game is over and the process progresses to S155.

[0335] After the extra-time is completed, the process progresses toS188, where it is determined whether the score is in a tie. If it isdetermined at S188 that the score remains in a tie, the processprogresses to S189 and the screen of PK (penalty kick) game is displayedon the monitor 26. If it is determined at S188 that the score is not ina tie as the result of the extra-time, the game is over, and the processprogresses to S155.

[0336] Here, a control process of the main control unit 14 thatcoordinates with the control process performed by each of the terminalapparatuses 16, and controls the display of the large-size panel display12 is explained with reference to FIG. 45 and FIG. 46.

[0337] As shown in FIG. 45, (1) when the process progresses to theprocess of S136 (displaying the waiting screen for another player entry)from the club creation screen or the continue screen of each terminalapparatus 16, the process of the main control unit 14 progresses fromdisplaying a soccer relay broadcast program screen of a previous game,or a game result of previous games display screen to S191, where theschedule (the next game display screen G11) of games will be displayedon the large-size panel display 12.

[0338] (2) While each terminal apparatus 16 processes S138 (a clubhousescreen, card arrangement, a starting lineup decision), the main controlunit 14 displays the next game combination display screen G12 on thelarge-size panel display 12 at S192, and then, at S193, displays aconvention data screen of a league, and a ranking and tournament tablescreen G13 on the large-size panel display 12.

[0339] (3) While each terminal apparatus 16 processes S148 and S150 (aclubhouse screen, team exercise, exercise menu selection, exercisescene, and exercise result display) and S152 (scene of movement to thestadium, player movement, and stadium atmosphere), the main control unit14 at S194 displays introduction screens G14 that contain introductionof each team (matching team names of a stadium, teams' capability, astarting lineup, anticipated formation, etc.) on the large-size paneldisplay 12.

[0340] (4) While the terminal apparatuses 16 of all seats simultaneouslyprocess S153 (a kickoff scene, and player entrance scene), the maincontrol unit 14, at S195, displays a soccer relay broadcast programscreens G15 (greeting of a site announcer, etc.) on the large-size paneldisplay 12. Then, a kickoff (kickoff) scene is displayed on eachterminal apparatus 16 and the large-size panel display 12.

[0341] (5) While each terminal apparatus 16 processes S180 (a gamescreen, the first half), the main control unit 14, at S196, displays asoccer relay broadcast program screen G16 (all game digest screen) onthe large-size panel display 12, as shown in FIG. 46.

[0342] (6) While each terminal apparatus 16 processes S181 and S184 (alocker room screen, and directions during the halftime), the maincontrol unit 14, at S197, displays a soccer relay broadcast programscreen G17 (the result of the first half of the game, CM image, etc.) onthe large-size panel display 12.

[0343] (7) While each terminal apparatus 16 processes S185 (a gamescreen, second half), the main control unit 14, at S198, displays asoccer relay broadcast program screen G16 (all game digest screens) onthe large-size panel display 12.

[0344] (8) While each terminal apparatus 16 processes S155-157 and S162(a game end scene, a movement scene to the clubhouse, club management,continue screen), the main control unit 14, at S199, displays soccerrelay broadcast program screens G18 (situation of a winning team and allgame results, ranking table), and G19 (announcement of best eleven,program ending) on the large-size panel display 12.

[0345] In this manner, the large-size panel display 12 displays the gamedisplay screen G11, the game combination display screen G12, theconvention data screen and the ranking and tournament table screen G13,the introduction screen G14, the soccer relay broadcast program screenG15, the soccer relay broadcast program screen G16, and the soccer relaybroadcast program screens G17, G18, and G19, one by one according to theflow of the game played between terminal apparatuses 16. Therefore,while being able to prevent waiting customers from boring by the displaythrough the large-size panel display 12, the fun of the game can beadvertised to new customers who have not participated in a game, and anefficient marketing can be performed.

[0346] Here, a digest scene process is explained, in which digest scenesare extracted from the games, sequential order of the scenes is decided,and the digest scenes are arranged according to the sequence.

[0347] As shown in FIG. 47A, each terminal apparatus 16 extracts digestscenes Good1 through Good6 from each game A through game D, and theextracted scenes are stored in the memory 64.

[0348] The memory 44 of the large-size panel control unit 36 of the maincontrol unit 14 stores the image data of the digest scenes stored in thememory 64 of each terminal apparatus 16 with the ranking (Good1, Good3,Good5, and so on) in that sequence, as shown in FIG. 47B.

[0349] As shown in FIG. 47C, the large-size panel control unit 36displays the digest scenes in the sequence (Good1, Good3, Good5, and soon) on the large-size panel display 12, which are stored in the memory44.

[0350] Here, typical digest scenes will include (1) an assist scenebefore shooting, (2) a shooting scene, (3) a goal scene (or agoalkeeper's shoot cutting scene), (4) a goal shooter's performancescene, and (5) an excitement scene of the spectator immediately afterthe goal, etc., for example. As for putting the sequential order, ahigher priority may be given to a goal scene, and a set of the fivescenes as described above is stored as a digest scene in the memory 64.

[0351] The typical digest scenes may include a corner kick scene, apenalty kick scene by a foul act in the penalty area, a free kick sceneoutside of the penalty area, a throw-in scene near the goal, etc. thatare stored in the memory 44, where there are no goal scenes.

[0352] Image data of each digest scene contains recognition data suchthat the digest scene of each game can be easily distinguished by themain control unit 14 and each terminal apparatus 16, and it is possibleto extract a digest scene automatically.

[0353] Here, a display data generation process of the large-size paneldisplay 12, which the main control unit 14 performs is explained withreference to FIG. 48.

[0354] As shown in FIG. 48, the main control unit 14 reads the game datastored in the memory 64 of each terminal apparatus 16 at S201. At S202,it is determined whether a digest scene is contained in the game dataread from the memory 64 of each terminal apparatus 16. At S202, if it isdetermined that there is data of a digest scene, the process progressesto S203, where the data of the digest scene read from the memory 64 ofeach terminal apparatus 16 is stored in the memory 44 of the large-sizepanel control unit 36.

[0355] At S204, digest scenes are sequentially arranged, stored in thememory 44 of the large-size panel control unit 36 (refer to FIG. 47B).Then, at S205, each digest scene is displayed on the large-size paneldisplay 12 in the arranged sequence.

[0356] Thus, the digest scene of a game is displayed on the large-sizepanel display 12, or a past game scene is selected and displayed on thelarge-size panel display 12 if a digest scene of a game is notavailable, thereby waiting customers are prevented from getting boredwhile waiting for a turn, and the fun of the game can be advertised tonew customers who have not participated in a game, and an efficientmarketing can be provided.

[0357] If no digest scenes are available in the memory 64 of eachterminal apparatus 16 at S202, the process progresses to S206, where ascore in progress of a game (a score, etc.) is stored in the memory 64during the game. At S207, game data of a final match is read from adatabase (not shown) in which the past game data is accumulated, thegame data of the final match is stored in the memory 64. Then, at S208,CM data of the sponsoring company is read from the database, stored inthe memory 64.

[0358] At S209, the score in progress, the past game data, and the CMdata are arranged in a desired sequence, and stored in the memory 64. AtS205, the score in progress, the past game data, and the CM data aredisplayed on the large-size panel display 12 as arranged at S209.

[0359] Thus, when the digest scene of each game is not available amongtwo or more games, the progress information on the game under presentexecution, the past game data, CM data, etc. is displayed such that thewaiting customers will not get bored, the fun of the game can beadvertised to the new customers who have not participated in the game,and the efficient marketing is provided.

[0360] Here, the second variation of the player card 20 is explained

[0361] As a flat coded pattern to be arranged on the back of the playercard 20, a 2-dimensional bar code is available However, the card gameapparatus 10 of the present invention requires that not only the ID codefor discriminating a card but the position and direction (angle) of thecoded pattern printed on the back of the player card 20 are detected. Ifthe ID code, the position and the direction of the image dataphotographed by the image sensor 56 are to be analyzed simultaneously,the number of parameters in an operation process performed in anoperation circuit will increase, and detecting all coded patterns willtake considerable length of time.

[0362] There is a method to process the operation at a high-speed,wherein the data is processed one by one, and only necessary data isscreened and unnecessary data is eliminated. However, a conventional2-dimensional bar code having a square shape has to be read from onedirection that is diagonal to the bar code. For this reason, and sincethe position and the direction of the player card 20 have to be read,increasing the number of the parameters, any additional parameters causethe processing time to become extensive.

[0363] Then, in this variation, a circular coded pattern is used forposition detection of the card data 112 printed on the back of theplayer card 20. Then, the position detection process and the direction(angle) detection process can be divided, realizing a fast operation ofthe position detection process. Then, if the angle detection isperformed to the position (coordinate) of the player card 20, which hasbeen obtained, processing time required for the direction detection willbe decreased. If a decoding process of the ID code of the card iscarried out to the position data and the direction data, the operationprocess of the ID code can be performed at a high speed.

[0364] Accordingly, in this variation, detections of the card position(coordinates), the card direction (angle) and the ID code, which areobtained by reading data patterns recorded on the back of the playercard 20, are performed in three separate stages. First, the positioncoordinates of the player card 20 is detected by covering almost thewhole area of the player card arrangement panel 24 (step 1), then theangle detection is performed to the position coordinates that aredetected (step 2), and then, the ID code decoding process (step 3) iscarried out using the position coordinates and the angle that aredetermined.

[0365]FIG. 49 is a figure showing an example of the coded pattern of thesecond variation.

[0366] As shown in FIG. 49, a coded pattern 170 including two or morepatterns that have different radii is printed on the back of the playercard 20 of the present variation. The coded pattern 170 includes a cardposition detection circle 172, a position and angle detection patterndomain 174 formed in the outer circumference of the card positiondetection circle 172, an ID data domain 176 formed outside of theposition and angle detection pattern domain 174, an annular white domain178 formed inside the card position detection circle 172, a data domain180 formed inside the annular white domain 178, and a center point 182formed inside the data domain 180. The coded pattern 170 is recognizedaccording to the density difference of black part 170 a and white part170 b.

[0367] Further, the coded pattern 170 is printed in ink that transmitsinfrared rays, and such that a game player cannot recognize visually.Therefore, forgery and modification of the coded pattern 170 areprevented.

[0368] The card position detection circle 172, the position and angledetection pattern domain 174, the ID data domain 176, the annular whitedomain 178, and the data domain 180 of the coded pattern 170 are formedin the shape of a concentric circle, the center being on the centralpoint 182. The ID data domain 176 having a larger radius than others isformed in an arc shape, because its radius is larger than the shorterside of the card 20. Namely, the ID data domain 176 is recorded in thearc shape, i.e., parts of the perimeter, providing a high efficiency inusing the whole surface of the card.

[0369]FIG. 50 is a figure showing an image on the back of the playercard 20 photographed by the image sensor 56.

[0370] When the coded pattern 170 is photographed by the image sensor 56as shown in FIG. 50, a black-white part is recognized as “1”, and awhite-black portion is recognized as “0”. The white parts in the ID datadomain 176 and the data domain 180, which are shown by hatching, are notsimply blank, but contribute to bear predetermined information bycombination with a black part.

[0371] That is, a bit signal is configured by the black part and thewhite part. According to predetermined contents, arrangement of thepatterns configured by the black part and the white part vary, and thearrangement pattern of the black part and the white part functions as acoded pattern. In addition, in the present embodiment, a half bit (oneblack part or one white part) is represented by six dots on the screenof the image data photographed by the image sensor 56.

[0372] With the card game apparatus 10 mentioned above, the positionswhere the player cards 20 are placed on the sheet 80 for the play fieldare variable, and the directions of the player card 20 are not uniformand variable. Therefore, before detecting the coded pattern 170 printedon the back of the player card 20, detection of the position and thedirection (angle) is necessary.

[0373] In view of this, the present embodiment detects the code position(center position) from the coded pattern 170 of the player card 20 bydetecting luminosity difference between the inner side and the exteriorside of the card position detection circle 172. For this purpose, whitedomains 171 {178?} and 173 {170?} are annularly formed inside andoutside, respectively, of the card position detection circle 172. Inthis manner, the luminosity of the card position detection circle 172 isclearly distinguishable from the luminosity of the inside and theoutside of the card position detection circle 172. The card positiondetection circle 172, being a circle, enables to detect the cardposition regardless of the direction (angle) of the card 20.

[0374] Further, in order to determine the position and angle (directionof the card 20) of the coded pattern 170, projecting parts 174 a through174 d are provided in varied intervals that are detected anddistinguished, the projecting parts being in the position and angledetection pattern domain 174, and projecting outward from the outercircumference of the card position detection circle 172 in the shape ofradiation. The intervals of the projecting parts 174 a through 174 d inthe direction of the circumference are arranged in varied intervals suchthat the position and angle of the card 20 are distinguished bydetecting the intervals.

[0375] Further, a value of each bit is determined from the luminositydifference of two adjacent half-bit domains. In order to minimize anadverse affect of a blur and an error when detecting the position andthe angle, the boundary of the half-bit domains is not used, but theluminosity of a central area of each domain is extracted.

[0376] As shown in FIG. 51, start positions S1 through S4 of the bit ofthe ID data domain 176 and the data domain 180 are unique to each playercard 20.

[0377] As shown in FIG. 52, in the ID data domain 176 and the datadomain 180, 16-bit information that consists of pattern data 0-15 isavailable. Further, each pattern data 0-15 consists of a black part anda white part, each occupying an area that is sufficient to enable easydiscrimination out of the image data photographed by the image sensor56, avoiding incorrect recognition of data.

[0378] Here, the card position coordinates detection process that CPU 62of the terminal apparatus 16 performs is explained.

[0379] First, if the player card 20 is placed on the play field sheet80, the position coordinates of the player card 20 are detected. Bydetecting the card position detection circle 172 that provides thecircular coded pattern, the position coordinates is detected at a highspeed, and without being influenced by the position and angle of thecard 20.

[0380] Here, in the card position coordinates detection process, theposition of the card 20 is detected by measuring the luminositydifference between the black part of the card position detection circle172, and the white domains formed in the inner side and the outer sideof the card position detection circle 172 of the coded pattern 170 shownin FIG. 50 or 52, and by using pattern matching.

[0381]FIG. 53A through FIG. 53D illustrate the card position coordinatesdetection method, where the position of the card 20 is defined as theposition of the card position detection circle 172. That is, theposition of the card 20 is recognized by detecting the position of thecard position detection circle 172 out of the image data photographed bythe image sensor 56.

[0382] As shown in FIG. 53A, an evaluation of the inner side of the cardposition detection circle 172 is performed by dividing into twelvedomains R1 through R12. Two pairs of points, each pair consisting of awhite point 182 and a black point 184, are provided in each of thedomains R1 through R12. In the two pairs of the points, the white point182 represents a positive luminosity value, and the black point 184represents a negative luminosity value. The luminosity values are addedfor each domain, and the sum is made an evaluation value of each of thedomains R1 through R12.

[0383] The arrangement pattern of the white point 182 and the blackpoint 184 is shown in FIG. 53B, boundary being the inner circumferenceof the card position detection circle 172. Based on the arrangementpattern of the white point 182 and the black point 184, innercircumference outline data of the inner side circumference of the cardposition detection circle 172 is evaluated using the card positiondetection circle 172 and its inner side domain 186. In this manner, anapproximate coordinates of the position of the player card 20 isrecognized.

[0384] Here, the evaluation value of the hatching part showing the cardposition detection circle 172 is set at zero. Then, coordinates at whichall of the evaluation values of the 12 domains exceed a threshold valueA, and ten (variable by setup) values exceed a threshold value B aremade candidate coordinates of the card, and the values are stored. Atthis time, the sum of the evaluation values of all the domains is storedas an evaluation value N of the coordinates.

[0385] Next, the card coordinates stored as the candidate are evaluatedby using a 12-division pattern 188 shown in FIG. 53C. The 12-divisionpattern 188 is evaluated using the outer circumference and its outsidedomain of the card position detection circle 172.

[0386] The arrangement pattern of a white point 190 and a black point192 is shown in FIG. 53D, boundary being the outer circumference of thecard position detection circle 172. Based on the arrangement pattern ofthe white point 190 and the black point 192, outer circumference outlinedata of the card position detection circle 172 is evaluated by using thecard position detection circle 172, and a white domain of a position andangle detection pattern domain 174 formed outside of the card positiondetection circle 172. In this manner, accurate coordinates of the playercard 20 are obtained.

[0387] Four pairs of points, a pair consisting of the white point 190and the black point 192, are provided in each of the 12-division domainsR1 through R12. Here, the white point 190 represents a positiveluminosity value, and the black point 192 represents a negativeluminosity value. The luminosity values are added for each domain, andthe sum is made an evaluation value of each of the domains R1 throughR12. The evaluation value of a hatching part is set to 0. Coordinates atwhich all of the evaluation values of the domains R1-R12 exceed athreshold value C, and nine (variable by setup) values exceed athreshold value D, are stored as a candidate of the card coordinates. Atthis time, the sum of the evaluation values of all the domains R1-R12 isstored as an evaluation value M of the coordinates. The evaluation valueN and the evaluation value M are added to make an evaluation value Σ ofthe coordinates.

[0388] When either finishing evaluating all coordinates or the number ofcandidate coordinates exceeding a predetermined number, the candidatecoordinates are culled out by deleting coordinates with a smallevaluation value, where two or more candidate coordinates are locatedcloser than a predetermined culling distance. Coordinates with a largeevaluation value, which remains after the culling, are made thecoordinates of the player card 20.

[0389] Next, the card angle detection process performed after cardposition detection is explained with reference to FIG. 54, FIG. 55A,FIG. 55B and FIG. 55C.

[0390] As shown in FIG. 54, in the card angle detection process, angledetection is performed to the coordinates of the card position, whichare detected. In the angle detection method here, intervals of projectedparts 174 a through 174 d are detected and distinguished in thecircumference direction of the position and angle detection patterndomain 174 (shown by hatching in FIG. 54), the projected partsprojecting outward from the outer circumference of the card positiondetection circle 172 in the shape of radiation. Thus, since thecoordinates, to which the angle detection process is to be performed,are narrowed down by the position detection, process time is shortenedcompared with when processing all coordinates.

[0391] The position and angle (direction) of the player card 20 placedon the play field sheet 80 is determined as follows. Each of intervalsL1 through L4 in the direction of the circumference, and relative to theprojected parts 174 a through 174 d that project outward from the outercircumference of the position and angle detection pattern domain 174take predetermined values, each of the intervals L1 through L4satisfying L1<L2<L3<L4. Therefore, by scanning detection positions ofthe projected parts 174 a through 174 d, the position and angle of theplayer card 20 are obtained by the time interval of detected pulses.

[0392] In the present embodiment, the pattern of the detected pulsesconcerning the projected parts 174 a through 174 d is compared with apattern beforehand remembered, such that the angle detection isperformed by pattern matching technique.

[0393] For example, width (dimension in the direction of thecircumference) of each of the projecting parts for angle detection 174 athrough 174 d is set to 1, a ratio of intervals L1:L2:L3:L4 defined by174 a through 174 d is set to 3:4:5:8. Thus, incorrect recognition ofangle detection is prevented from occurring by providing the differentvalue to the intervals L1 through L4.

[0394] Here, instead of changing the intervals L1-L4 between theprojects parts 174 a through 174 d, width (dimension in the direction ofthe circumference) of each of the projected parts 174 a through 174 dmay be arranged such that each has a different dimension. Further, theposition and angle detection pattern domain 174 is made as large aspossible, with least margins at the sides of the player card 20, suchthat a detection error is suppressed.

[0395] As shown in FIG. 55A through FIG. 55C, in the detection method ofeach of the projected parts 174 a through 174 d, an edge (side edge) isdetected from the density difference (luminosity difference) of theblack projected parts 174 a through 174 d from the white domain of theposition and angle detection pattern domain 174, and intervals in thetime-axis of the detected signals represent the intervals L1 through L4.Further, when an edge of each of the projected parts 174 a through 174 dis detected, the detected signal of the edge rises to +side, changingfrom white to black, and the detected signal of the edge falls to −side,changing from black to white. Therefore, an interval between the sidesignal and the next +side signal represents one of the intervals L1through L4 relative to the projected parts 174 a through 174 d.

[0396] In the present embodiment, luminosity data Y[n] (at an angle n)of the position and angle detection pattern domain 174 is obtained forevery angle in a 1-degree unit, namely, from the angle of 0 degree to359 degrees, and an edge value is extracted by Edge[n]=V[n−1]−V[n+1].Here, the forward direction on the play field sheet 80 in view of a gameplayer is defined as the standard angle of 0 degree.

[0397] Then, a filter signal (registered beforehand) shown in FIG. 55A,and the edge detection signal of the projected parts 174 a through 174 din the direction of the circumference, as shown in FIG. 55B, aremultiplied, giving a 1-degree shift. The multiplied product becomes thegreatest at an angle where the filter signal and the edge detectionsignal coincide. In this manner, the angle α at which the product value,shown in FIG. 55C, is the greatest is determined to be the angle(direction) of the card 20. That is, the player card 20 placed on theplay field sheet 80 is determined to have an angle α measured clockwisefrom the standard angle (0 degree).

[0398] When lighting to the player card 20 is not uniform, a detectionlevel of the white part sometimes becomes smaller than the black part,causing distinction from noises difficult. In view of this, the presentembodiment evaluates the edge detection value in the direction of thecircumference of the projected parts 174 a through 174 d, wherenon-uniform lighting to the player card still provides practicallyuniform brightness in a limited area, enabling to perform a relativeprocess. Accordingly, correct detection of the projected parts 174 athrough 174 d is realized.

[0399] Here, an ID decoding process in which an ID data domain 176 and adata domain 180 are read is explained.

[0400] When the position coordinates and the angle of the player card 20are known as mentioned above, bit position of the ID data domain 176 andthe data domain 180 is decided uniquely, enabling to perform adistinction process correctly. Further, in the present embodiment, sincewhat is necessary is to carry out a decoding process only to theposition coordinates of the detected player card 20, card informationcan be read in a short time.

[0401] As shown in FIG. 49 through FIG. 52, the coded pattern in the IDdata domain 176 and the data domain 180 is formed by half-bits (blackpart 170 a and white part 170 b), each half-bit occupying approximately6 dots×6 dots. Within the domain of each half-bit, the color is eithertotally white or totally black. Adjacent half-bits always make acombination of black and white, representing a bit. In this manner, evenwhen a decision is impossible by detecting an absolute luminosity valuedue to non-uniformity in lighting, each bit can be detected by arelative value, i.e., a difference of luminosity values.

[0402] As shown in FIG. 52, coded patterns 0 through 3, representingfour bits, are arranged in the data domain 180 that is provided insidethe card position detection circle 172 Positions where the four bits arelocated are calculated from the card position coordinates and the anglethat are detected as mentioned above, such that an evaluation value ofeach half-bit domain is obtained. The evaluation value in this case is atotal of two or more dots in the data domain 180 displayed in the cardposition in the image photographed by the image sensor 56.

[0403] Thus, by making the total of two or more dots as the evaluationvalue, an adverse influence due to a dot fault or noises can besuppressed. Here, if an accurate evaluation of one dot is available, avalue of the dot may be used as the evaluation value.

[0404] At this time, the boundary part of the data domain 180 is notused, because the boundary part tends to give an error in detecting theposition coordinates and the angle due to a blur at photographing andthe like, causing an inaccuracy in calculating the evaluation value.

[0405] Similarly, coded patterns 4 through 15, representing 12 bits, arearranged in the ID data domain 176 arranged on the outside of the cardposition detection circle 172. An evaluation value of the coded patterns4 through 15 is obtained, and each bit of the card data stored in theplayer card 20 is obtained. At this time, if the number of differencevalues between the evaluation values of the white part and the blackpart of each bit exceeding a threshold value E is larger than apredetermined number, the code is registered as a proper code, andotherwise, the code is deleted as an inaccurate code.

[0406] Further, a parity (error detection code) bit is set up and a codethat does not agree with the parity bit is also deleted as an inaccuratecode. A string of bits that are recognized as correct is decodedaccording to the ID decoding table (not shown), and the ID data of theplayer card 20 is obtained. In the present embodiment, two MSBs of the16 bits are used as parity bits.

[0407] Here, an aspect ratio compensation of the image photographed bythe image sensor 56 is explained.

[0408] Depending on make or model of the image sensor 56, the aspectratio of a pixel may not be 1:1. In this case, if an image is rotated,the image will be distorted and it will be hard to treat as it is.Therefore, an aspect ratio compensation process is performed. Forexample, if the aspect ratio of horizontal vs. vertical is 1.29:1, apixel is expanded 1.29 times vertically so that the aspect ratio of thepixel becomes 1:1.

[0409] Next, a lens distortion compensation process of the image sensor56 is explained.

[0410] When there is lens of the image sensor 56 has a distortion (referto FIG. 12A), it is necessary to remove the distortion by compensatingas follows. The focal length of an image sensor 56 is adjusted to, forexample, 4.8 mm in that case. Then, a manual adjustment is performedsuch that a length of 500 mm at 100% takes 440 dots (0.88 dot/mm) in theimage from the image sensor 56. In the present embodiment, however, anautomated adjustment is available by obtaining a multiplication ratiofrom a standard marker 200 that is photographed by the image sensor 56.

[0411] The standard marker 200 consisting of a black ring as shown inFIG. 56A is formed in the four corners of the play field sheet 80. Then,a position of the marker is detected for setting up standardcoordinates, out of the image of the play field sheet 80 photographed bythe image sensor 56. Then, the coordinates of the standard marker 200prepared in the four corners of the play field sheet 80 are recognized.

[0412] A Sobel filter is used as the recognition method of the standardmarker 200. As shown in FIG. 56B, the Sobel filter detects the markerpattern 202 from the density difference of the outline of the standardmarker 200, and the outline of the standard marker 200 is recognized.Thus, a displacement can be removed by extracting the outline of thestandard marker 200.

[0413] In addition, in the outline extraction process of the standardmarker 200, the outline of the standard marker 200 is extracted usingthe Sobel filter. A position where a total numerical value of theoutline values of the standard marker 200 becomes the maximum becomesthe coordinates of the standard marker 200. Then, the positioncoordinates of the play field sheet 80 are compensated by performingpattern matching with the position of the standard marker 200.

[0414]FIG. 57 is a flowchart showing a process step of the secondvariation for recognizing the card data stored on the back of the playercard 20.

[0415] As shown in FIG. 57, by CPU 62 of the terminal apparatus 16 a,when a coin is inserted, the aspect ratio compensation process isperformed at S211. Since the aspect ratio of a pixel may not be 1:1,depending on make and model of the image sensor 56, the aspect ratiocompensation process is performed such that the aspect ratio of thepixel becomes 1:1.

[0416] At S212, a spherical surface compensation filter process forcompensating the distortion of the lens of the image sensor 56 isperformed. Through the spherical surface compensation filter process, animage from which the distortion, as shown in FIG. 12A, resulting fromthe distortion of the lens system of the image sensor is removed, isobtained as shown in FIG. 12B.

[0417] Then, at S213, a standard marker position detection process isperformed. The standard marker position detection process extracts andrecognizes the outline of the standard marker 200 (refer to FIG. 55A andFIG. 55B) prepared in the four corners of the play field sheet 80 asmentioned above (S213 a).

[0418] At S213 b, a pattern matching process is performed for thedetection position of the standard marker 200 prepared in the fourcorners of the play field sheet 80. That is, predetermined standardmarker pattern data stored in the database is compared with the detectedposition of the standard marker 200, such that a difference is obtained.Then, according to the difference, the image photographed by the imagesensor 56 is compensated.

[0419] At S214, as shown in FIG. 53A through FIG. 53D, the card positiondetection process is performed to all the coordinates on the play fieldsheet 80. At S214 a, the pattern matching process is performed. That is,a comparison is made with pattern data of each rotation positionregistered beforehand, and marks are given, while all images aresearched, shifting one dot at a time, and the coordinates and the angleof a value greater than a predetermined level are stored. At S214 b,since the stored values are simply greater than the predetermined value,containing unnecessary coordinates, culling process to delete theunnecessary coordinated.

[0420] At S215, a card angle detection process is performed. As shown inFIG. 54, and FIG. 55A through FIG. 55C, the card angle detection processdetects the edge from the density difference between the black of eachprojection part 174 a through 174 d, and the white of the position andangle detection pattern domain 174, and obtains the card position andangle by pattern matching the intervals in the time axis of the detectedsignal (S215 a).

[0421] At S216, an image of luminosity is cut out from the card positioncoordinates and angle. Then, as shown in FIG. 51 and 52, luminositydifferences are read from the ID data domain 176 and the data domain180, where the luminosity difference from left-to-right of white-blackrepresenting 0, and black-white representing 1. In this manner, the IDcode of the coded patterns 0-15 of the ID data domain 176 and the datadomain 180 stored on the back of the player card 20 is detected.

[0422]FIG. 58 is a plan view showing the third variation 3 of the playercard 20.

[0423] As shown in FIG. 58, the coded pattern 210 is formed on the backof the player card 20, and the coded pattern 210 includes a cardposition detection circle (black part) 212 formed circularly, positionand angle detection patterns (white part) 214 a through 214 d formedoverlapping the card position detection circle 212, and an ID datadomain 216 formed outside the card position detection circle 212.

[0424] In order to detect the card angle, the position and angledetection patterns (white part) 214 a through 214 d are placed withvaried intervals in the direction of the circumference such that edgedetection as shown in FIG. 55A through FIG. 55C is performed.

[0425] Checkered coded patterns 218 formed vertically and horizontallyare formed in the ID data domain 216. Each code of the coded patterns218, that is each of a black part 218 a and a white part 218 b, occupiesabout 6 bit×6 bits in the square shape, representing a half-bit (one ofthe black partial 218 a and the white partial 218 b). Inside the domainof the half-bit, the color is either all white or all black. In a domainwhere two coded patterns meet, a bit is always expressed by thecombination of the black part 218 a and the white part 218 b. In thismanner, each bit of the coded patterns can be determined from a relativevalue, i.e., the luminosity difference, even if the determination isimpossible from an absolute luminosity value due to uneven lighting andthe like.

[0426] Further, the coded patterns 170 and 210 may be formed on bothsides of the card. In this case, the coded patterns 170 and 210 can beread, regardless of the player card 20 being placed with either sidefacing up.

[0427] As a further variation, each of surfaces of the player card 20may contain different coded patterns. For example, it is possible toform the coded pattern 170 on the surface of the player card 20, and thecoded pattern 210 on the back. In this case, since the coded patterns170 and 210 are recorded on the different sides of the player card 20, acoded pattern to be read can be switched by placing the card with eitherside facing up.

[0428] Although the embodiments are explained with a soccer game appliedto the card game apparatus 10, any other sport games between teams witha plurality of players can be applied.

[0429] Further, of course, the card game apparatus 10 is also applicableto an organization game in which two or more individuals participate andperform a joint work for the same objective, other than a sport game.

1. A card game apparatus, comprising: a play field on which a choice ofcards selected from a plurality of cards, each of which is provided withunique data, are placed, card data reading means configured to read theunique data of the cards placed on the play field, image generationmeans configured to generate an image according to the card data read bythe card data reading means, and display means configured to display theimage generated by the image generation means.
 2. The card gameapparatus as claimed in claim 1, further comprising: a plurality ofpredetermined card placement areas to which the cards are selectivelyplaced, the predetermined card placement areas being in accordance withcontents of a game, and card position detection means configured todetect positions of the card placement areas in which the cards areplaced.
 3. The card game apparatus as claimed in claim 1, furthercomprising card direction detection means configured to detect directionof the card placed on the play field.
 4. The card game apparatus asclaimed in claim 1, wherein the play field comprises one of atranslucent sheet and a sheet that transmits invisible light, on whichthe card placement areas according to the contents of the game areprinted, said sheet being laminated on a transparent board.
 5. The cardgame apparatus as claimed in claim 4, wherein said sheet has a flatsurface on which the plurality of the cards are placed, and minuteunevenness is formed on said flat surface.
 6. The card game apparatus asclaimed in claim 1, wherein each of the card bears a data patternprinted on one of the surfaces of the card, the data patternrepresenting properties of an image printed on said flat surface.
 7. Thecard game apparatus as claimed in claim 1, wherein the card data readingmeans comprises: a luminous source that irradiates invisible light to aback surface of the card, an image sensor that receives the invisiblelight reflected from the back surface of the card, and generates imagedata, and data recognition means configured to discriminate the carddata from the image data obtained by the image sensor.
 8. The card gameapparatus as claimed in claim 7, wherein the card data reading meansprepares a marker that is used in detecting distortion of an image infour corners of the play field, and further comprising: displacementamount detection means configured to obtain an amount of displacement ofthe image data photographed by the image sensor in reference to themarker prepared in the four corners of the play field, and compensationmeans configured to compensate the amount of the displacement based onthe amount of the displacement acquired by the displacement amountdetection means.
 9. The card game apparatus as claimed in claim 7,wherein the card data reading means comprises a reflective board that isinstalled in a predetermined angle against the back surface of the cardsuch that the light reflected from the back surface of the card isreflected to the image sensor.
 10. The card game apparatus as claimed inclaim 7, wherein the card data reading means is installed in a case, onthe upper surface of which the play field is provided, the casecomprising an inclined part that holds the reflective board in thepredetermined angle, and providing a leg room of a game player below theinclined part.
 11. A card game apparatus, comprising: a plurality ofcards each of which is provided with unique data, a play field on whicha choice of the cards from the plurality of the cards are placed, carddata reading means configured to read the unique data of the cardsplaced on the play field, storage means configured to store game imagesof a game development according to a combination of the cards placed onthe play field, image selection means configured to select the gameimages according to the combination of the card data read by the carddata reading means out of the image data stored in the storage means,and display means that displays the game image selected by the imageselection means.
 12. The card game apparatus as claimed in claim 11,further comprising externally storing means configured to store gameresults and updated parameters in an external memory medium.
 13. A cardgame apparatus, comprising: a plurality of cards each of which isprovided with individual data of a soccer player, a play field on whicha choice of the cards out of the plurality of the cards are placed, carddata reading means configured to read the individual data of the soccerplayer of the card placed on the play field, team parameter settingmeans configured to set up team parameters of a team organized by a setof the individual data of the cards placed on the play field, storagemeans that stores game images according to the individual data read bythe card data reading means, image selection means configured to selectgame images from the game images stored in the storage means accordingto the team parameter set up by the team parameter setting means, anddisplay means configured to display the game images selected by theimage selection means.
 14. The card game apparatus as claimed in claim13, further comprising individual parameter setting means configured toupdate individual parameters of each player according to the player'samount of exercise.
 15. The card game apparatus as claimed in claim 14,further comprising storage means configured to store the team parametersset up by the team parameter setting means, and each player's individualparameters set up by the individual parameter setting means.
 16. A cardgame apparatus, comprising control means that displays simulation imageson a monitor, the simulation being a match game between teams each ofwhich is organized by a game player providing a plurality of cards. 17.A card game apparatus, comprising: a plurality of terminal apparatuseseach of which reads unique data of a card, a main control unit to whichindividual game data is transmitted from the plurality the terminalapparatuses, and a large-size display connected to the main controlunit, which displays game images according to development of a gameenjoyed by each of the plurality of the terminal apparatuses.
 18. Thecard game apparatus as claimed in claim 17, wherein the main controlunit selects two of the terminal apparatuses, each being operated by agame player, from the plurality of the terminal apparatuses, such thattwo sets of game data of the selected two terminal apparatuses play amatch.
 19. The card game apparatus as claimed in claim 17, wherein, whenan opponent terminal apparatus operated by a player cannot be selected,a terminal apparatus is selected from available terminal apparatusessuch that a computer of the selected terminal apparatus plays a match asa virtual opponent.
 20. The card game apparatus as claimed in claim 17,further comprising replay display means configured to display digestscenes of each game on the large-size display from a plurality of gamesperformed according to inputs from the plurality of the terminalapparatuses.
 21. The card game apparatus as claimed in claim 17, whereinthe main control unit comprises replay display means that selects anddisplays on the large-sized display past game scenes, when there are nodigest scenes of each of the plurality of the games performed accordingto inputs from the plurality of the terminal apparatuses.
 22. The cardgame apparatus as claimed in claim 17, wherein the main control unitcomprises game information display means that displays progressinformation of ongoing games, when there are no digest scenes of theongoing games performed according to inputs from the plurality of theterminal apparatuses.
 23. A card game apparatus, comprising: a playfield on which a choice of cards out of a plurality of the cards areplaced, each of the cards being provided with unique data, card datareading means configured to read the unique data of the card placed onthe play field, image generation means configured to generate an imageaccording to the card data read by the card data reading means, displaymeans configured to display the image generated by the image generationmeans, and alternative card data generation means configured to generatealternative card data that serves as the card data when the card data ofthe card cannot be read by the card data reading means.
 24. A card gameapparatus, comprising: a play field on which a choice of cards selectedfrom a plurality of cards are placed, each card being provided withunique data, card data reading means configured to read the unique dataof the cards placed on the play field, image generation means configuredto generate an image according to the unique card data read by the carddata reading means, display means configured to display the imagegenerated by the image generation means, storage means configured tostore the unique card data used in the past, and alternative card dataoffering means configured to provide alternative card data when theunique data of the card cannot be read by the card data reading meansafter a game start, the alternative card data being retrieved from theunique card data stored in the storage means and serving as the uniquecard data.
 25. The card game apparatus as claimed in claim 23, furthercomprising position information reading means configured to read onlyposition information of the card placed on the play field when theunique data of the card cannot be read by the data reading means. 26.The card game apparatus as claimed in claim 24, further comprisingposition information reading means configured to read only positioninformation of the card placed on the play field when the unique data ofthe card cannot be read by the data reading means.
 27. The card gameapparatus as claimed in claim 23, further comprising card exchangenotice means configured to notify that a card should be replaced whenthe unique data of the card placed on the play field cannot be read bythe card data reading means, while notifying position of said card. 28.The card game apparatus as claimed in claim 24, further comprising cardexchange notice means configured to notify that a card should bereplaced when the unique data of the card placed on the play fieldcannot be read by the card data reading means, while notifying positionof said card.
 29. The card game apparatus as claimed in claim 23,further comprising: storage means configured to store card data used ina previous game, and corrected card data generation means configured togenerate corrected card data by retrieving the previous card data of theunreadable card from the storage means when the unique data of a cardcannot be read by the data reading means.
 30. A card game apparatus,comprising: a memory card insertion unit to which a memory card thatcontains card data of cards that a game player owns is inserted, readingmeans configured to read information stored in the memory card that isinserted to the memory card insertion unit, coin accepting meansconfigured to accept coin insertion after the reading means has read theinformation contained in the memory card, and game starting meansconfigured to start a card game after the coin accepting means hasaccepted the coin insertion.
 31. The card game apparatus as claimed inclaim 30, wherein the memory card stores at least information relativeto kinds of the cards owned by the game player, skill levels of playerscorresponding to the card data of the cards, and past game results. 32.A card data reading apparatus, comprising optical reading means usinginfrared rays, which is configured to read coded patterns recorded on acard.
 33. A card data reading apparatus, comprising position detectionmeans that determines a position of a position detection circle recordedon a card by discriminating inner circumference outline data that isformed by an inner circumference of the position detection circle and aninside of the position detection circle from outer outline data that isformed by an outer circumference of the position detection circle and anoutside of the position detection circle.
 34. The card data readingapparatus as claimed in claim 33, wherein the position detection meansgenerates the inner circumference outline data and the outercircumference outline data based on a difference in density of theoutline and vicinity areas of the position detection circle.
 35. A carddata reading apparatus, comprising: a play field on which a choice ofcards selected from a plurality of the cards are placed, each of thecards being provided with unique data, and card data reading meansconfigured to read the unique data of the cards placed on the playfield.
 36. A card game control method, comprising: a player selectionmode wherein players who form a team are selected from a plurality ofplayer cards, a player exercise mode wherein the selected playersexercise, a game mode wherein images of a game are generated accordingto each player's parameter and a team parameter, said parameters beingupdated by the exercise performed in the player exercise mode, and amessage selection mode wherein a message is selected out of a pluralityof messages, the selected message being displayed before, during andafter the game, such that the selected message is reflected on the game.37. A computer readable recording medium that stores a program for acomputer to execute, comprising: step 1 wherein players who form a teamare selected from a plurality of player cards, step 2 wherein theplayers selected in the step 1 exercise, step 3 wherein images of a gameare generated according to each player's parameter and a team parameter,which are updated by the step 2, and step 4 wherein guidance is given toeach of the selected players after the game.
 38. A computer program forexecuting, comprising: 1st step wherein inner circumference outline datais generated, the inner circumference outline data being formed by aninner circumference of a position detection circle and an inside of theposition detection circle recorded on a card, 2nd step wherein outercircumference outline data is generated, the outer circumference outlinedata being formed by an outer circumference of the position detectioncircle and an outside of the position detection circle, and 3rd stepwherein a position of the position detection circle is determined bydiscriminating the inner circumference outline data and the outercircumference outline data.
 39. A computer program for executing,comprising: 1st step wherein position of a position detection circlerecorded on a card is detected, 2nd step wherein angle detectionpatterns formed outside of the position detection circle are detected,3rd step wherein patterns recorded inside of the position detectioncircle are detected, and 4th step wherein patterns recorded outside ofthe position detection circle are detected.
 40. A computer program for acomputer to execute, comprising: step 1 wherein players who form a teamare selected from a plurality of player cards, step 2 wherein theplayers selected at the step 1 exercise, step 3 wherein images of a gameare generated according to each player's parameter and a team parameter,which are updated based on the step 2, and step 4 wherein guidance isgiven to each of the selected players after the game.
 41. A computerprogram for executing, comprising: 1st step wherein information storedin a memory card inserted in a memory card insertion unit is read, 2ndstep wherein coin insertion is accepted after reading the informationstored in the memory card, and 3rd step wherein a card game is startedafter the coin insertion is accepted.
 42. A card, comprising: anindividual pattern according to contents of a game, which is printed ona front surface of the card, and card data that identifiescharacteristics of the pattern, which is provided on one {or both??} ofthe front surface and a back surface of the card.
 43. A card, comprisinga coded pattern recorded as card data, wherein the coded pattern iscurved in a direction of a circumference. {IF NOT PCT: A card,comprising a coded pattern recorded as card data, wherein the codedpattern is in a circular form, and formed by one or more arcs, ratherthan a full circle where a radius of the circular form is greater than ashorter edge of the card.}
 44. The card as claimed in claim 43, whereinthe coded pattern is printed in ink that produces reflected light wheninvisible light is irradiated such that a signal corresponding toproperties of a character printed on a front surface of the card isread.
 45. The card as claimed in claim 43, wherein the coded pattern isformed by a plurality of patterns that are formed in a concentric shape,having different radii.
 46. The card as claimed in claim 43, wherein thecoded pattern is formed as being readable by optical reading means thatuses infrared rays.
 47. The card as claimed in claim 43, wherein onlyone or more parts of a concentric pattern are recorded in an arc shape,where a radius of the concentric pattern is greater than a shorter edgeof the card that is rectangular.
 48. The card as claimed in claim 43,wherein the coded pattern comprises: a position detection circle fordetecting a card position, inner side data formed inside the positiondetection circle, and outside data formed outside of the positiondetection circle.
 49. The card as claimed in claim 48, wherein theposition detection circle is arranged with angle detection patterns onan outer circumference of the position detection circle at unevenintervals for detecting an angle of the card.
 50. The card as claimed inclaim 43, wherein the coded pattern is formed on both front and backsurfaces of the card.
 51. The card as claimed in claim 43, wherein thefront surface and the back surface of the card bear different codedpatterns.
 52. The card as claimed in claim 43, wherein characters andimages according to contents of the coded pattern are printed over thecoded pattern.